<££)
\ July 1989
FOR COMMODORE AND AMIGA USERS
ACIMSIIM
A Decade of Games Including Sneak Preview of
tars II
15 GAME REVIEWS!
64 & 128 Out Run, Serve & Volley amiga Zany Soli Dragon's Lair
Profitable Amiga Video Plus
1541 Disk Rescue
07
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$3.95 Canada
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Serving the public trust, upholding the law, and protecting the innocent was never so challenging, never so
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Now available tor Commodore 64. Coming soon on IBM Amiga and Atari STp&sonal comput&s,
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Sharpen Your Commodore™ Skills While You Build a Great Software Collection— ONLY $6.65! LOADSTAR" is two disks
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Contents of Issue #49
sheets to role-playing games,
from telecommunications to
Power Budget Keep track of your
accounting to recipe programs.
spending, make projections.
With easy-to-use documentation,
Down, Down, Down Can you survive
you will master each new application
six levels of acid mines?
with confidence and ease.
Robot Rescue As Mandar II, rescue
our ambassadors from the Vordax, Notepad Two text screens for notes.
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t Daia East USA. Inc Ban Dudes is a istrjisiereo liaaenwk ol Data Easl USA. Inc
Commodore M
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E
JULY 1989, Volume 10, Number 7
FEATURES PROFITABLE AMIGA VIDEO
54
54
The advent of the Amiga heralded the birth of desktop video. We spotlight two video companies that rely on what the Amiga does for the bottom line. Then we'll tell you about the software they use and the multitude of products available in this burgeoning field.
COVER STORY ACTIVISION CELEBRATES A MEMORABLE DECADE
50
Over the past ten years Activision has made millions of joystick
jockeys' dreams come true. The company has changed and grown
over the years and enters its second decade with a new corporate
Amiga Video Product Information
81
title—Mediagenic. Under this umbrella fall such well-respected lines as Infocom, Gamestarand Activision Entertainment. Find out more about the company's diverse offerings including a sneak peek at Ghostbusters II.
COVER PHOTO: Charles Bartholomew
Software; Out Run by Mindscape (64 version an monitor] Zany Gotf by Electronic Arts (Amiga version imagesl
Ghostbusters II'" is a liadsmark o( Columbia Pictures Industries, Inc. Ghostbusters II" Logo is copyright 1989 by Columbia Pictures Industries, Inc. All rights reserved.
REVIEWS 64 AND 128 SOFTWARE REVIEWS
AMIGA SOFTWARE REVIEWS
Out Run by John Pustai
14 16
Serve & Volley by John Pustai
Dragon's Lair by Jetfery Scott Hall Zany Go\t by Steve King
25 26
Road Wars by Mark Cotone
17
Better Dead Than Alien by Gary V. Fields
27
Street Sports Football by Scott A. May
18
Awesome Arcade Action Pack, \fol. 1 by Gary V. Fields
28
Alf's First Adventure by John Pustai
Robbeary by Jetfery Scott Hall
29
Wizardry I: Proving Grounds by Russ Ceccola
19 20
Cosmic Relief by Russ Ceccola
30
Annals of Rome by John Ryan
22
Heroes of the Lance by John Ryan
31
Win, Lose or Draw by John Pustai
23
DeluxePrint II by Gary V. Fields
The Write Stuff 128 by Scott A. May
24
MovieSetter by Gary V. Fields
33 34
DEPARTMENTS LETTERS
4
NEWS
6
TIPS & TRICKS Hints for Fun and Utility Compiled by Louis F. Sander Gold Mine Compiled by Louis F. Sander
10 12
SOFTWARE SHORTS A New Beginning by Russ Ceccola
35
INSIDE Q-LINK Welcome lo My World by Robert W. Baker
38
TECHNOLOGY System Crackers Indicted by Howard Millman
39
PROJECTS X-10 Power Line Interface by John lovine
40
ADVENTURE ROAD Fishing for the Death Angel by Shay Addams
43
PUMPING GEOS
46
Spreading the GEOSpel by Mark Jordan
PROGRAMMING 58
1541 Disk Rescue by Robert J. Nedreski 128 MODE
ML Programming via ihe Monitor by Mark Jordan
62
AMIGA UPDATE Still Video by Matthew Leeds
65
HOW TO ENTER PROGRAMS
90
MAGAZINE ENTRY PROGRAMS
92
ADVERTISERS INDEX
96 COMMODORE MAGAZINE
3
LETTERS not mention that may also have an effect
Piracy Perspectives Our feature story on softivare piracy
("Those Generous Pirates" by Gary Fields, April 1989J drew more mail than any arti cle in recent memory. Our readers were quite vocal (and verbose) on the subject. Here are excerpts from some of their letters: To the Editor: In response to 'Those Generous Pi rates," I am a 16-year-old male, and I have lots of pirated games. My solution to piracy? Cut the prices down, put the
games on the market faster, let people test the games before buying, and offer a trained version of a game after a while on the market. (Many hackers now "train"
M
A
G
computing read anything resembling a negative review. I have the feeling that a magazine will not print negative state
A
Z
ments for fear of losing advertising dol lars.
Before I purchased a paint program for my Amiga, I actively searched out copies
Managing Editor Jim Gracely
I was looking Tor features and ease of use. If there were bugs, I discounted them to
Susan R. West
of the available programs and tried them.
Editor Technical Editor
beta factors or copy problems. I finally
Mike Rivers
made a purchase and cleaned the test disks. I would much rather have just made my decision from trusted reviews.
Art Director Gwenn Knapp
[giving] unlimited lives. iThis is] one of my favorite things after trying two weeks to pass a certain level on a game.)
me one day that he never ran any of them for more than a few minutes. He recently
Assistant Art Director
got sick of the whole pirating business and
Art Production
Czar
Address Unknown Dear Editor: I disagree totally with Mr. Fields. Pi
rates are not criminals! Example: say you want to make a pro
gram that looks exactly like an alreadypublished one, but you want to add some
thing extra on it. You take apart the origi nal published program and insert your ex
tra idea. Put a new title screen on it and new music, and you have an entirely dif ferent game. Well, pirates crack the origi nal, put hack screens on it, add trainers (unlimited lives, etc.) and sometimes change the whole title screen. Incidentally, pirates crack originals by
using copy programs such as the ones be ing sold in Commodore Magazine.
I would very much like to see a followup to this article. Also, if you have the nerve, publish this letter. The Maniac Address Unknown
Editor's Note: Sorry to disappoint you, but you can add all tlie new title screens, train
ers and features you want in a game, and the resulting game will still be in violation of the copyright laws. Ask your friendly neighborhood lawyer. As a policy, Commo
dore Magazine does not accept advertising for programs that can be used to pirate software.
To Gary Fields: Thank you very much for the excellent
article on piracy. One point that you did JULY 1989
E
Publisher
My son runs a 128 and just got a kick out of collecting programs. He confided to
pirating.
N
Julie Bauer
the games by making you invincible or
If these things were done, I would stop
4
on reducing piracy is the magazine re view. I have only twice in my five years of
Commodore
Wilson Hatp Bob Clark
destroyed hundreds of disks (some pur chased) and sold his system.
Production Manager Jo-Ellen Temple
Again thank you for a very well-written article. RodPetree Sunnyvale, CA
Circulation
To Gary Fields:
Kenneth F. Battista
The "problem" of pirating is not com
pletely the pirates' fault. I remember when I got my 64, and the software was outrageously priced. Now if the software
Advertising Sales Coordinator Brenda Billings
had been "honest price for honest work"—
Commodore Mogazine 1200 Wilson Drive
then there would've been no market (or very little) for cracked copies. The quality of software has risen to phe
West Chester, PA 19380 (215)431-9259
nomenal heights compared to three years ago—and yet you complain that quality software is on the way out due to piracy. I agree that pirating for profit is wrong, but what alternatives do the software companies give? From the get-go they've had their prices sky high for programs
that aren't worth the disk they're stored on! Like the guy who bought a super ex
pensive program only to find out it never did what they claim. Fve had four or five experiences like that, and I'm sick of these
software companies taking a free ride at my expense.
I don't buy from pirates, we share our stuff. And I know 40 or more BBS's who have non-PD software, but you can bet your microchips I won't snitch. L.Q.
Columbus, OH
Commodore Magazine, Volume 10, Number 7, July 1939.
Commodore Msgaime is published monthly by Commo dore Magazine Inc., 1200 Wilson Drive, West Chester. PA 19380. U.S.A. U.S. subscriber rate is 135.40 per year; Canadian subscribe rale is 1*5.40 per year; Overseas sub scriber rale 15 165.00 per year. Questions concerning sub
scription should be directed lo Commodore Magazine Sub scription Department. B01 651, Holmes. Pennsylvania
19043. Phone (800) 345-8112. Outside U.S. (215) 533ii'j i Copyright <S 1989 by Commodore Magazine Inc. All rights reserved.
To the Editor: After reading Gary Fields' article, I was quite moved by its trite simplicity and its Continued on page 86
CBM, PET, VIC 20, and Commodore 64 aie registered trademarks ol Commodore Electronics Ltd. Super PET and Commodore 128 are trademarks ol Commodore Electronics
Ltd. Amiga* is a registered trademark of Commodore-Amiga.
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NEWS ■ NEWS • NEWS • NEWS • NEWS • NEWS ■ NEWS • NEWS
Commodore Offers Amiga Solutions for Vertical Markets Oommodore Business Machines, Inc. will target the Amiga
personal computer in four vertical markets, according to an
announcement made at COMDEX Spring in Chicago in April. The
four focus markets will be graphics, video, publishing and music. "The Amiga provides vertical market users with a creative tool to
DigiTek has also released Extra Course Disk #3 with 54 more holes for the Amiga version of the game. (The master program is
available for the Amiga for $39,95.) For more information contact:
DigiTek Software, 8910 N. Dale Mabry, Executive Center, Suite 37, Tampa, FL 33614. Or call: (813) 933-8023.
CompuServe Goes International CompuServe recently announced an agreement to distribute their
enhance their work, without having to pay a high price," said David Archambault, director of product marketing, Commodore Business
online information service in Europe. The expansion was made
Machines, Inc.
possible through an agreement with Tele Columbus of Baden,
Support for the program will include targeted advertisements in
Switzerland. CompuServe will initially market and support their
newspapers and specialty magazines, a dealer training program and
service in the UK and Switzerland, followed by other European
customized Amiga hardware/software bundles for in-stcre demonstration of specific applications. Dealers will also be able to
countries. Combined with an earlier expansion into Japan, CompuServe expects their interconnected electronic mall service to
provide customers with how-to videos on the targeted applications.
be the world's largest international communications system when
To find a specialized Amiga dealer, consumers can call (800) 627-
the European system is implemented this fall.
9595.
Commodore/ITTE Video Grant Program Vommodore Business Machines, Inc. and the Institute for the Transfer of Technology to Education (ITTE) have selected 20 schools to participate in a special desktop video grant program. Participants
will explore and create classroom applications for video projects using the Amiga 2000HD with genlock and software provided by Commodore.
The schools were selected from over 75 proposals for classroom video projects submitted to the ITTE.
"Because of the current interest in desktop video, Commodore did not expect to have difficulty getting SO good proposals, but we were pleasantly surprised to have gotten close to SO innovative projects submitted,'' said John DILullo, education manager, Commodore
Business Machines, Inc.' 'We are well aware of the interest in desktop video among Amiga users, but what really surprised us was the amount of video knowledge and Interest for the everyday classroom applications," he added.
Winners attended a two-day workshop in Atlanta, GA at the Omni Hotel at CNH Center. The two days of training included an official tour of the Cable News Network building.
Watch future issues of Commodore Magazine for updates as this program progresses,
More Hole-in-One Miniature Golf .ole-in-One Miniature Goli from DlgiTek is now available for
the Commodore 64. The program Includes traditional holes like the ubiquitous windmill as well as more unusual holes like one played inside a pinball machine. Hole-in-One Miniature Golffor the
Commodore 64 carries a suggested retail price of $29.95. 6
JULY 1989
Carmen in Amigaland -Ul Isewhere on the international front, Broderbund Is releasing Where in the World is Carmen Sandiego? on the Amiga. Carmen, a popular globetrotting thief, is famous for teaching fourth through ninth graders their geography lessons, but parents and teachers have also been known to get caught up in the global chase. The Amiga release has been revamped to take advantage of that machine's extensive graphic capabilities. The program comes with a copy of Hie World Almanac to help players with their research.
Suggested retail price of the award-winning program Is $44.96. For details on Carmen's whereabouts contact: Broderbund Software, Inc., 17 Paul Drive, San Rafael, CA 94903-2101. Or call: (415) 492-3200,
Bogus Quarterback wentral Coast Software cautions Amiga users to ignore a bogus version of their hard disk back-up program Quarterback, which Is appearing on some BBS's. The counterfeit program known as "Quarterback 3.0" is an illegal copy of CCS's program. The current version of Quarterback is VS.S; CCS is currently working on V2.3,
which will back up to devices that don't have a standard MountList entry. Registered users of V2.2 will be notified when the update Is
available. For more information contact: Central Coast Software, 4S4 Vista Ave., Golden, CO 80401. Phone: (303) 526-1030.
Famous Courses xlccess Software has released a supplemental disk for their bestselling golf ymgnm World Class Leader Board. Famous Courses of the World, Vol. 1 includes Harbour Town (SC), known as the 1 'Pebble Beach of the East"; Sunningdale (UK), built in the Nineteenth Century; Dorado Beach (Puerto Rico), one of the world's most demanding courses; and Pine Rddge, a fictional course designed by Access, which is the most difficult in the series. The disk is
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS available for the Commodore 64, Amiga and MS-DOS formats at a suggested retail price of 819.95. For details contact: Access Software, 645 W. BOO South, Bountiful, UT 84010. Or call: (800) 824-2549.
Hardwired
G old Disk has launched a subsidiary to market entertainment
software and has announced the first two releases in their new line.
Amiga Rampage xictivision has released an Amiga version of their movie-
Hardwired is the company; the first two games are Denaris (In the shoot-'em-up genre) and Jinks (an arcade-style break-out game). The company will be supporting the Commodore 64, Amiga and MSDOS formats. For more
monster spoof Rampage. Players control a ravenous
information on this new venture,
oversized critter (gorilla, lizard or wolf) on a destructive
contact: Gold Disk, P.O. Box 739,
Streelsvllle, Mississauga,
forage through 132 different cities. The monster must build stamina and gain energy from the morsels he picks
Ontario, Canada L5M 2C2. Phone:
up along the way. Rampage for the Amiga sells for $3995.
(416) 828-0913.
The game is also available for the 64 (834.95) and MS-DOS machines (S39.95). For further information contact:
r
Activlsion, 3885 Bohannon Dr., Menlo Park, CA 940SS. Phone: (415)339-0800.
Dungeon Quest
(Tillies
-4 ^5^
JLmage Tech has released Dungeon Quest, a "multisensory graphic adventure'' for the Amiga. The program, a medieval battle against the forces of evil, boasts vivid graphics and digitised stereo sound and supports multitasking. Dungeon Quest (two-disk set) retails for
Denaris
S49.96. For more Information contact: Image Tech, 9276 Adelphi Hi, Suite 102, Adelphi, MD 20783-2029. Phone: (301) 439-1151.
Dark Si
C inemaware's Spotlight Software label is letting computer owners
take a walk on the Dark Side. The new program (available in 64, Amiga and MS-DOS formats) is a 3D space adventure in which the
player becomes a' 'mercenary of the future." Equipped with lasers, shields and a jet power pack, you must infiltrate a hostile area and disarm a weapon that is capable of destroying the universe. Dark
Side carries a suggested retail price of 839.95 for the Amiga and MS-
DOS versions and $29.95 for the Commodore 64. For details contact: Clnemaware Corp., 4165 Thousand Oaks Blvd., Westiake Village, CA 91362. Or call: (805) 495-6515.
Wizardry Essay Contest Attention Wizardry Warrlorsl Come out of the dungeons and load
Design 3D and The Advantage Un a more serious note, Gold Disk has released Design 3D and The
Advantage for the Amiga. Design 3D is a modelling package suited for designers, artists, architects and engineers, as well as the home user and hobbyist. The program includes six line types and 16 colors and provides four views: top, side, front and perspective with four
light sources. Design 3D is priced at $99.95. The Advantage is the latest in Gold Disk's Home Office Series. The program Includes a spreadsheet, database and graphics package and is designed to work on a 512K Amiga with a single disk drive. The
Advantage can be used to create charts and graphs to be imported \nto Professional Page orProfessional Draw. The program carries a suggested retail price of 879.95.
For further information on these releases, contact: Gold Disk, P.O. Box 789, Streetsville, Mlssissauga, Ontario, Canada L5M 2C2. Or call: (416)828-0913.
up your word processors, because Sir-Tech Software, publisher of the
popular series, is sponsoring an essay contest. The company wants to find out' "What's Hot, What's Not'' in the Wizardry world.' 'All the market research in the world won't tell us what a Wizardry player feels when he or she plays the game," said Brenda Garno, director of corporate communications. Essays must be no longer than 2000 words, and must Include a section on what the player would like to see in forthcoming
installments of Wizardry. Deadline for entries is September 30, 1989. Prizes Include free software, Wizardry jackets and other promotional items. Submit entries to: Sir-Tech Software, Inc., "Wizardry Contest;' P.O. Box 245, Ogdensburg, NY 13669.
The Advantage
COMMODORE MAGAZINE
7
NEWS ■ NEWS • NEWS ■ NEWS • NEWS ■ NEWS • NEWS • NEWS
Prospector in the Mazes ofXor Iljurosoft International has introduced Prospector in the Hazes
of Xor in North America. In this beat-the-clock maze game, two heroes are lost in the 15 mazes of Xor and must collect 645 blue balloons to have any chance of escape. The multitasking game features a fully digitized soundtrack and is already a hit among
European Amiga enthusiasts. Prospector In the Haies of Xor
retells for $39.95. For further information contact: Eurosoft International, 70 Woodfln Place, Suite 400, AshevillB, KC S8801. Or call; (704) 255-7590.
products. For details contact: Lattice, Inc., 2500 S. Highland Ave., Lombard, IL 60146. Or call: (312) 916-1600.
UpTime Educator Offer U pTime, The Disk Monthly, is making a special offer to
teachers and schools. Their new promotion lets educators order "Three Disks for Three Dollars." Each issue contains ten programs in Commo
dore 64 or MS-DOS format. The only
Lattice Lowers C++ Price JJattlce, Inc. has lowered the price of their C++ package for the
stipulation is that the order must be made on school letterhead. For more Information contact: UpTime, Box 299, Newport, RI02640. Phone: (401) 847- 2455.
Amiga from $500 to $300. According to Lattice vice-president Robert Hansen,' 'We set the price at a level where projected sales over the
product's life span would cover development costs and provide a fair return on our Investment." The product has proved more popular than the company's original projections Indicated, so the aavingB is
Bible Search
S 0GWAP Software has introduced Bible Search for the
Commodore 64 and 128. The program contains the full text of the
being passed on to customers.
Registered users can also obtain discount coupons for Lattice
King James Version New Testament, plus a Concordance. The
GET MAXIMUM OUTPU
Since you've put in a few hard
earned paychecks into a Commo
dore system, how can you be sure
you'll ever get more than just a few video games out? Well, you could start by booting up GEOS 2.0. The hard working software
WE PUT A LOT MORE IN, SO YOU COULD GET A LOT MORE OUT.
GEOS 2.0 squeezes the absolute
maximum out of Commodore 64's
With geoPaint, you can
mirror or rotate it. Then stretch and scale and save it in your GEOS 2.0 Photo Album for use later. You can mix text and
graphics. Or trade them back
and forth. GEOS 2.0 even comes with its
board commands.All you need to remem
Pretty simple, huh?
includes geoWrite (an advanced, full-featured word-processor), and geoPaint, a graphic workshop
draw almost anything. Invert,
You see, with GEOS 2.0 you don't need to memorize complicated key
your mouse or joystick.
ing documents with outrageous
graphics. That's because GEOS 2.0
with over 32 different tools and patterns.
that's easy to use and easy on your wallet.
ber is this: Point and click. GEOS 2.0 shows you options, and you point to your selection. Then all you do is click
The important thing is that with GEOS 2.0, you can create outstand
own deskTop, which lets you man
and 128's with an array of applica
tions you can use millions of ways.
In fact, millions of people do.
age your files and disks easily and efficiently. There's a calculator, note pad and alarm clock, too. And GEOS 2.0 is LaserWriter™ compa tible. Which means you get a better looking document and a harder work ing system that's easier to learn
NEWS
NEWS • NEWS ■ NEWS • NEWS ■ NEWS ■ NEWS * NEWS
program lets users quickly find and display references with single and/or multiple-word searches. The text lists complete book, chapter and verse markings. Printer output is available for any verse(s). Bible Search supports the Commodore 128 in 80 columns, and
support disks for the 1541,1671,1581 drives and the 1764/1750 RAM expansion units are available. The program is available at the introductoiy price of $25.00 from: SOGWAP Software, 115 Bellmont
M, Decatur, IN 46733. Phone: (219) 724-3900.
Ultima Trilogy
Oi
RIGIM has released a collectors edition of their popular Ultima series for the Commodore 64. The package contains Ultima 1, II and III at a special retail price of $59.95. For more information contact:
ORIGIN, 136 Harvey Ed, Bldg. B, Londonderry, NH 03053. Or call: (603)644-3360.
Interplay Exchange ^*:srf
.Interplay Productions, best known for entertainment titles lite
Newvmancer m&Battle Chess as well as IZ&Bard's Tale and Wasteland series, has announced a new policy to benefit customers who are changing hardware. Customers who purchase Interplay games will be able to exchange their software for a version that operates on their new system.
"If one of our customers goes to the expense of buying a new computer, he shouldn't have to pay Ml price to replace compatible
software," said Interplay president Brian Fargo. "With this policy, our customers can exchange an Interplay product at an affordable rate." To make the exchange, customers must send their original disks, a note indicating their address and which version they'd like along
with $15 for the exchange and 53.50 (s/h) to: Interplay Exchange, P.O. Box 8123, San Francisco, CA 94128-9986.
Commodore Business Machines wishes to thank the dark County Commodore Computer Ctnb of Las Vegas, NV for their help in setting up the Commodore liooLh for recent computer shows at the Las Vegas Convention Center. Their loyalty and support are much appreciated.
FOR MINIMUM INPUT.
than those space alien games your cousin Phil keeps dragging home.
INCREASE YOUR OUTPUT WITH A TURBO. For flat out fast performance, GEOS 2.0 even comes with a diskTurbo, which cranks up your Commodore five to seven times its normal oper ating speed.
Now, if all
■
that weren't enough, it also converts other programs' text in a heartbeat.
And then checks your spelling with
geoSpell. And comes with a mail
merge for stamping out labels and form letters. And eleven built-in fonts. And a file manager.
The bottom line is that
GEOS 2.0 can do just
about anything expensive
PC's can do, including
one thing they
can't: Share data with all our other GEOS 2.0 applications.
A HARD WORKING FAMILY. Now, if you like the idea of what
GEOS 2.0 can do by itself, just think what life would be like if you could
share text, graphics and information
amongst a whole family of applications.
Well, that's what you get with our entire GEOS line. There's a spread sheet, a database and a desktop publisher. Not to mention a chart
program, accessories and over 53 additional fonts.
So if you'd rather take more from your Commodore and less from your wallet, insist on GEOS 2.0. Fora
minimal investment, it'll do more
than just make your documents look a whole lot better. And that could pay out handsomely for you. IX1IS 64 2.0 ISMM GEDS 12H 2.(1 tliH-ii hi i Tilers imly. til 1BUIJ WI-UIMU«I. 2H (California r™Jmu add It
sales lav 1 li-UI I'&'SH. fjl tnfiii,-n shipping and tumllm*;. Allow six berks lor delivery.
(;f.<)s 2.0. GBO5 WAS, ibmCJ^. n^^jit ii». Rcnffe B.->i-ile
12", sinChm, jwui'uliliali, dnkiiiftai. Dt^U'nk/iKi^iiill'iiritl'Kh Plus
VQ Somti&tiiathKMty S-iftvnuk^- Cfjrunmildn' .iml l,wrWil|.| are ■ 'iftunpanm ullii'c 1I1.111 Linki-k^ S>Mwi>rk^
Berkeley
n Softworks
"Hie brightest minds are working with Berkeley.
GEOS 64 GEOS 128
Compiled by Louis F. Sander
This month's tips feature languages, especially those not nor mally run on the 64 and 128. As always, we toy not to ne
glect any interests, so we've included a few on the old slandbys BASIC and machine language.
There are also some good materials on the CP7M operating
system, which many of you 128 owners will appreciate, plus some goodies for joysticks and the PI us/4. Astute observers will note the absence of programs from this month's column. That's because we're clearing the decks for next month, when the winners of our Programming Contest will ap pear. You may remember that the contest asked for useful pro grams shorter than four blocks. The entries now lill a large file box, and over the next month they'll be scrutinized, evaluated and judged. If you have tips and'or tricks of your own to share with our thousands of readers, by all means send them in. May's column contained a Trick Writer's Guide; if you have it, use it. Even if you don't, just send your material to Louis F. Sander P.O. Box 101011 Pittsburgh, PA 15237 If we print your tip, you'll get a check for at least S10.
Longest Line of BASIC: In the old days, hackers would try to
type the best program with as little code as possible. When fool ing around with BASIC abbreviations, I came up with some thing that reminded me of those days. A line typed with the Commodore BASIC abbreviations can expand to two or more Lines when LISTfed and the abbreviations
are expanded. 1 think I've come up with the longest line of BA SIC that can be abbreviated in 80 characters. It doesn't do any thing; all it's good for is enlightenment and amusement. Here it is: 1 REM [76 SHFT XI When typing it, don't put any spaces after the line number or between the REM and the first shifted X. Shultz Wang Elmhurst, NY
A Feast of I^ansjuages: While most programming for our Com modores is done in the BASIC and machine languages that are
built into the computer, many other languages are available. When programming in these languages, you typically use the Commodore screen editor to prepare your program, giving it line 10
JULY 1989
numbers as in BASIC, but using the vocabulary and syntax of whatever language you're writing in. Your program is then pro
cessed by one or more other programs, either memory resident
or on disk, to produce code you can execute and save in the sec ond language. The program you type in is called the source code. The one prepared later is called the object code. Here's a list of the most popular alternate languages: Assembly language—This is a brother to machine language,
since the code they produce is exactly the same. With assembly language, however, the programmer has access to many pro gramming tools that machine language by itself lacks. All but
the very simplest "machine language" programming is really done in "assembly language" with an assembler program; some people use the two terms interchangeably. BASIC (compiled)—Commodore's built-in BASIC is a socalled "interpreted" language. That means that program state
ments are converted to machine language one by one each time the program is run. The various "compiled" BASICs have the fa miliar vocabulary and syntax, but after the program is written, it is subjected to further processing; it is compiled. This step con verts the BASIC into a quasi-machine-language program which is the program you actually run. When this compiled program is executed, the computer doesn't spend time converting each statement from BASIC. Compiled BASIC is faster than the in terpreted variety, but you cannot LIST the compiled program.
C—(That's not a misprint, it's the name of a language). The C language is much in vogue among professional programmers. It's a powerful language with the major advantage that its pro grams are transportable from one make of computer to another. C is somewhat difficult to learn, but many people think it's worth it. It's very big among Amiga programmers.
COBOL—The computer that printed your paycheck is prob ably programmed in COBOL, the business world's most popular language. COBOL is very effective at processing large numbers of repetitive business-type transactions; that's why it's so popu lar on mainframes.
COMAL—This interesting language has attracted Commo dore devotees all around the world. (A more complete descrip tion appears in "COMAL Explained," below.)
FORTRAN—Here's a cousin of BASIC, with a roughly simi lar syntax and vocabulary FORTRAN'S great power is its abili ty to handle complicated mathematical calculations. It's a favor ite language of scientists.
FORTH—Available in several versions, FORTH is a great
language for those who like the unusual. It's highly customiza ble, and you program in it by defining your own new commands.
Tips & Tricks LOGO—An easy-to-learn language that has been taught in
elementary schools. Its so-called "turtle graphics," in which lines
are drawn by a "turtle" crawling around the screen, are popular with young programmers.
Pascal—Many colleges require their students to program in Pascal, it's a highly structured language, requiring the pro
grammer to plan his program before he writes it. The rigid
structuring makes it easy for other people to look at a program and understand it. If you're a teacher, you like that feature. Modula-2—An improvement on Pascal. Easier. Lets you write your programs in modules, which are then linked together into a whole. Mike Rivers West Chester, PA
COMAL Explained: COMAL is an interesting programming language for the 64,128, Amiga and PET, as well as other com puters such as the Macintosh, IBM PC, IBM PS2 and CP/M
machines. It was developed in Denmark as a first language for
home programmers, but has evolved to the point where it's used by professionals in many countries.
The language is similar to Pascal, C and Modula-2. Programs written on one machine can be run on any other, so long as ma
chine-specific enhancements haven't been used. Commodore versions are available for as little as S9.95! The U.S. branch of the COMAL Users Group publishes an 80-
page newsletter (23 issues to date), and has do-/ens of COMALspecific books and disks at reasonable prices. For more information, send a self-addressed business-size en velope with two 25-cent stamps to: COMAL Users Group, U.S.A., Ltd. 5501 Groveland Teirace Madison, W] 53716
Louis F. Sander Pittsburgh, PA
Compiled COMAL: The latest 64 disk-loaded version of CO
MAL, called Power Driver, has a compiler option. If you use the compiler, you can pass around copies of your COMAL programs without requiring users to have COMAL, or even to know that you used COMAL to write the programs. Len Lindsay Madison, "VV7
location to get the required map. Perform your required oper ations, and before exiting your routine, restore the original val ue to location $0001. Jim Oldfield, Jr. Abacus Software
Super Pascal File Safety: When you look at the directory of the
Super Pascal disk, you'll notice that the names of source files have an "S" and a back-arrow as a prefix. This is not a require ment of the language, but it's a good convention to follow. In Pascal, you're required to supply a program name in the source code; the compiler uses it as the filename under which to save the object code. If you have unwisely used that name when saving your source code, the compiler will overwrite it. Jim D'Haem Kentwood, MI
Learning Miichine Language: For most people, machine lan guage is harder to learn than BASIC, at least in the early
stages. The problem isn't that machine language is so difficult, but that BASIC is so simple. After all, BASIC was created to make it easy to learn how to program. The first essential step in learning machine language is to
master the binary and hexadecimal numbering systems. The next step is to learn the registers, addressing modes and instruction sets of the 6502 series of microprocessors. You can learn this from a book, but for most people it's easier to learn
from a teacher. The electronics departments of community col leges and technical schools often run elementary courses in ma chine-language programming; computer science departments almost never do. If you can't find a 6502-oriented course, you might want to try one for another microprocessor. Since there's some similarity
among all microprocessor families, and since the hardest part of machine-language programming is to learn to think like a mi crochip, much of your learning will be transferable to the 65XX world. Once you have that elementary knowledge of machine lan guage, the next step is to work with some actual programs.
[ Editor's Notes: See "ML Programming," 128 Mode, p. 62.] Louis F. Sander Pittsburgh, PA Binary and Hexadecimal: Many beginners know that computr ers "think" in terms of ones and zeros, and that binary math is
COMAL Turtle Graphics Tip: When doing turtle graphics, the
drawing is much quicker if you turn off the turtle image with the HIDETURTLE command. Captain Cornal Copenhagen, Denmark
therefore important to programmers. (Actually, computers think in terms of circuits being on or off; the ones and zeros are representations of those electrical states.)
But what about hexadecimal? Who needs the additional con fusion? Actually, hex makes things simpler, not more confusing. The great benefit of hex is that it compresses a four-bit binary nu
Super C Memory Access: If you use the Commodore 64 V2 ver sion of Super C to access memory which can be bank switched,
(video chip, SID, eta), you should do this with a machine-lan guage routine. The Super C operating system has control of the memory map, and while it is in control of the machine, it will use memory in its own way. Your machine-language routine should first save the contents of location $0001 and then set this
meral into a hex number with a single digit. (Strictly speaking,
it's a hexit, not a digit.) Not only that, but any long binary numeral can be instantly converted to a hex numeral that's one-fourth as long. So hexade cimal is just an easy shortcut for dealing with binary. lb make the conversions, you must memorize the following table: Continued on page 48
COMMODORE MAGAZINE
11
L
O
U
N
D
saa^,-
v v
Compiled by Louis F. Sander
This month's nuggets are evenly divided between new games to the mine and Top 20 Favorites, with a salting or addition al tips. As always, many of our tips will work on any computer,
whether it's from Commodore, Apple, Atari or IBM; others apply to only one machine. Don't forget that many tips require skill as well as knowledge, and that since they apply to so many games and computers, we can't test every one.
Send your own Commodore game tips to: The Gold Mine P.O. Box 101011 Pittsburgh, PA 15237 Use a separate sheet of paper for each game, and combine all
tips for one game onto one sheet. If your tip is printed, you'll get worldwide fame, a feeling of pride, and a grubstake of at least five dollars. Gold Mine Rules! Aaargh! Tb beat the other monster in a fight for an egg, don't jump around and breathe fire. Just hold your ground and punch forward. After three or four falls, he will be defeated. Keep eating, even when your monster doesn't show any wear and tear. It won't show on the screen, but your health will go way up.
Bob LaCroix Warwick, RI Action Biker: After loading the game, enter POKE 15297,47 RUN
You will receive 191 motorcycles. Jason Dishop Huntsuilk, OH
Airborne Ranger: There are a few warning buzzers that the manual doesn't tell you about. In the Delayed Sabotage mission, a buzzer will sound if your bomb plant was discovered. There are two buzzers in the Create a Diversion mission: the first one tells
you to start fighting, and the second tells you that you have lost
12
JULY 1989
due to lack of combat for a certain period of time.
Charlie Summons
New Haven, CT
Auto Duel: If losing your prestige is no problem, you can get rich fast by getting a good payload and visiting Joe's Bar. When he gives you an offer and asks if you'll take it, hit F5 to check your payload. When you return to the regular screen, hit Y to sell the
payload. If all works well, you should get the money and still have the payload!
If you're on the road with an expensive cargo that you don't want to risk losing to a road gang, find one of the places where the road doesn't make a tight fit against an obstacle. (Example: the barriers allow room to squeeze through on either side ofjut ting out yards.) You may lose a few points through careless driv ing, but no enemy cars can reach you. Here's another way to get rich fast. Make a stripped-down ve
hicle with as much weight left as possible. When you've complet ed it, add a machine gun and leave town. When you run into an other vehicle, kill it then salvage. When you return to the car, fire at the dead car once again, you should be able to continue salvaging until you're out of room. If you're in a pinch for money, you can participate in two Ama teur Nights per week, except for weeks when a championship is being held. Amateur Nights are every Saturday, plus the nights so designated on the schedule. Contributor Unknown The Riinl's Tale 1: If you're puzzled about how to get into Man-
gar's Tbwer, think back to the Sewers. The stairway that goes from the bottom level to the outside puts you behind the locked gates and right next to Mangar's Ibwer. Charlie Sammons
New Haven, CT The Hard's Tale 1: If you're caught in a bind in the middle of the
night, go to the Adventurers' Guild and enter it. Once inside, leave immediately. You will find yourself outside at dawn! Always have two magic users in your party, so you can quick ly develop a multi-user. (I recommend using a Magician for
Gold Mine this.) Meanwhile, you can develop your Archmage with a little more protection. I've never had a chance to test it, but this is
probably a lot quicker than developing two Archmages at once.
If you're creating a new party ofyour own, make sure to use El
Cid from the A-Team, since he has the Firehorn already. This will be invaluable in developing your party. Blaine Campbell Spruce Grove, Alberta Canada
The Bard's Tale III: If you have a Warrior or Paladin, give him or her a Stoneblade for a weapon. Give your Thief a Heart-
seeker. Give your Mages Mangar's Staff. It halves the cost of spells.
In Malefia, never let large groups to ten-foot range, because they always kill everyone. The only exception is Cursed Nui sances.
Also in Malefia, go to where Tarjan is, cast DIVA once, and
NUKE. Kill everything until you get 100,000 experience points.
After he says "Now I will personally kill you," and you face one Tarjan, run away. Repeat this. Setk Carlson Silver Spring, MD
The Bard's Tale III: Tb get the Belt of Alliria, first find the blue, red, yellow and white rose. Also get a wineskin. Then go to the Violet Mountain and kill the Rainbow Dragon at 5S, 4E, LEV2. Get the Crystal Key and fill the wineskin with the dragon's blood. When the rainbow rose appears, get it.
Bureaucracy: The order in which you collect postage stickers will be important later. Prank knocking (or ringing old ladies can sometimes pay off. In the bank, EAST and WEST can be used to move between the windows. When dealing with the In tercom, remember that only direct quotations will work. If you've lost something, the Air Zalagasia desk is easy to
find. On the Aeroplane, you can type GO TO ROW then the row number, instead of typing S a lot of times. Notice how the con trols are hooked up to the wrong seats? This will help you get rid
of the Stew. You need the seat in front of the angry man. Read everything you find; a lot of the information will become useful. Some people don't read left to right or right to left. Whatever you do, don't Panic! It is illegal without prior ap
proval by applying in triplicate at your local llama salesman. Tod Courtney Centralia, IL
Captain Zapp: Tb fight the dragon in the jungle, run to him without stopping and shoot him every few steps. As long as you keep running at him, he will not fire back. Jeremy Petter Louisville, KY
Defender of the Crown: When swordfighting in a castle, always thrust and back off. Always keep your guard up. When choosing a territory for jousting, select one closest to your opponent, not necessarily the richest one. The chances are good that the computer will take it over on its next turn. Nick Wagner
Next go to 2N, 3E, LEV3 in Cyanis' lower. Kill Cyanis. When the triangle appears, get it. Then go to 9N, 6E in Ailiria's Tomb
Address Unknown
and use the triangle. A door appears to the north, and through it are stairs which you should use.
Dcja Vu: To get rid of your gun, drop it in the water at the bot tom of the sewer. Siegel's corpse has the key to the Mercedes. The Sternwood Estate is at 626 Auburn Road. 1b read the timetable in Mrs. Vickers' drawer there, operate the pencil on it. The syringe is in a wastebasket on the fourth floor of Joe's
The Belt is 16N, 12E, LEV2. Use the red rose when the voice talks of kinship, the blue rose when it talks of valor, and the yel low when it talks of nature. Use the white rose with truth. Final ly, give the rainbow rose to the very last voice. Brian Spencer Warrensburg, MO
B.C. Quest for Tires: Tb get across the lava, jump about an inch in front of the pit. A bird will carry you across. Tb get across the
lake (after the lava pit), hold the fire button down to increase your speed, push up at the last second, and fly! Joe Page
Bar.
You need four pieces of evidence to prove your innocence: • Marsha Vickers1 diary
• Letter in Mr. Sternwood's desk • Timetable
• No gun (black) Patrick Donovan St. Foy, Quebec
Canada
Moville, LA Executive Leader Board: If you use a 61 on the seventh hole, Bubble Bobble: If you can get to boards 20,30 and 40 without losing a man, a door will appear on the screen. Enter it, and
you'll find a secret board filled with large diamonds. If you get a large bullet, kill every monster on the board ex
you will often get a hole-in-one. Scott Morrison St. Catherines, Ontario Canada
cept one, then blow some bubbles without popping them. Kill
the remaining monster and get the large diamond plus the bub bles that have turned into little diamonds.
On boards 7 and 22, wait ten seconds until the umbrella ap pears on the top. Take it to advance six boards. Ashok Relwani
Flushing, NY
Family Feud: When you get a question, you can safely buzz in
before you read it, since there isn't a time limit. With such a long time to think about your response, you're likely to come out OK. Chad Biggerstaff Camdenton, MO Continued on page 94
COMMODORE MAGAZINE
13
64 AND 128 SOFTWARE REVIEWS
Reviewed by John Pustai
Serve & Volley Computer: Commodore 64
Publisher: Accolade, Inc.
Medium:
550 South Winchester Blvd. Suite 200 San Jose, CA 95128 Disk
Price:
$29.95
Tennis is a thinking game. Players
must determine whether to smash,
lob, top-spin or slice the ball, and where to place the shot. Moreover, tennis players must anticipate an opponent's return shot.
Only when all of these mental decisions have been made does a player exert phys ical energy.
Almost the Real Thing
Serve & Volley demands all of the thinking of a real tennis game. The only
thing missing in Serve & Volley is the
physical exertion. Every mental decision required by a real tennis game is duplicat ed in this engrossing and realistic simula tion. Every type of competition, level of
difficulty, playing-court surface, environ ment and player capability is possible with Sen* & Volley: Before we get to the most interesting as pects of the software, it is beneficial to give a brief overview of tennis itself. Scor ing for each point in any tennis game is as follows: 0 (called "love"), 15,30,40 and then "win." Players must "win" by two
points. In other words, if the score is tied 40-40, one of the players must get two points in a row to win the game. If this doesn't occur on the next two points, the game is still tied ("deuce") until one play er gets two points in a row.
Every type of
competition, level of difficulty, playing-court surface, environment and player capability is possible with Serve & \fotley. ly win a game by two points, Serve & Vol
ley limits the game to one opponent beat ing another by a 13-to-12-point margin.
For any match play, there are different choices for the hardness of the playing surface. A "hard court" gives the ball a fast, high bounce. A "grass-court" yields a
slow, long ball bounce. Finally, a "clay court" results in the ball having a longer
bounce that is faster than "grass," but
ings. A higher ranking on the list permits better positioning in future tournament play. Characteristics of new players can be
tailored to match actual playing ability. These characteristics include speed, en durance, forehand and backhand strength, power and accuracy. Further more, these characteristics affect the actu
al computer play during a match. Every
with less mobility. There is even a choice of the type of court you wish to play in. "Center Court"—replete with spectators—is for
time a player performs, the computer fac
those of us who daydream of becoming the next Borg, Lendl or McEnroe. "Seaside" is the choice for a more relaxing visual feast,
used when individuals want to play as one
again with surrounding fans. "Country
Club" offers a private, pool-side, practice-
tors the new performance into his perma nent record. Characteristics are provided for the supplied list often players and are member of this list.
Simulation Par Excellence The most exciting feature of this soft
court environment
ware is the method by which players can
A player must win six games (and beat his opponent by two games) to win a set.
Players Advance
make all of the mental decisions of a real tennis game. A pop-up, window—called the "Control Box"—exists for each player.
In the international tennis competitions seen on TV, winning a men's match occurs when one opponent wins three out of five sets. Winning a woman's match occurs
to make the game appealing to neighbor
when an opponent wins two out of three sets.
Serve & Volley can be played with one opponent against a computer player or with two human players challenging each other. In these two play modes, there are a couple of ways to set up the games. First, simple match play is available. In
this mode, the player determines whether to play one set or to play the best two out
of three sets, or to play the best three out of five sets. Although a player must usual14
JULY 1989
A "Tournament" option is also available
hood friends. In this option, up to eight players can be entered in an elimination tournament. From the initial eight play ers, four winners move on. Then two play ers move into the finals to determine the champion. Serve & Volley comes with a list often existing players, and two positions for the addition of new players. The existing list has a series of statistics—number of wins
and losses, percentage of wins and per
centage of first serves—that ranks the players. If a new player is added to the list, and the new player continues to win games, he is advanced on the list rank
In fact, there is a control box for each play er—one on each side of the screen. This pop-up window does not detract from watching the players move on the field, but affords all of the decisions possible. The control box appears when a given
player must make all of the decisions. In essence, this occurs as soon as the ball is hit by the opponent. All of the mental ac tion takes place with players using the control box to make quick decisions. Decisions are made during the initial serve and during each volley of the game. For an initial serve, the control box offers these choices: flat shot, slice (or side-spin) Continued on page 64
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64 AND 128 SOFTWARE REVIEWS"
Reviewed by John Pustai
Out Run Computer: Commodore M* Publisher: Sega of America Distributor Mindscape 3444 Dundee Road Northbrook, IL 60062 Medium: Disk
Price:
The object of the
game is to complete each stage of the
$34.95
race within a 75-second time limit.
The world-famous scenic vistas that
whizz by at blurring speeds make Out
Run worth running out to buy. This high-
performance, race-car adventure will take you along the beaches of southern France, the roads of the German Autobahn, the Swiss Alps, California's Death Valley and a typical French countryside. You'll move
at speeds up to 295 kilometers per hour.
Choosing Your Course Out Run is visually exciting and chal
lenging—a result of the stellar, depth-offield graphics. The graphical technique of
slower-moving horizons—6 la the Walt
Disney cartoon techniques—gives a real istic sensation of true speed and move
ment. The sensation of speed is accom
plished by having objects at different dis tances move laterally at different rates. You'll save money, too. Out Run is
based on one of the top coin-op games ever. In fact, Sega has sold over 18,000 Out Run arcade machines worldwide.
This is an incredible feat, since most good coin-operated games average about 5000
machines sold. The reason you'll save money is that the Commodore 64 version
is graphically true to the in-store video versions, so you'll spend more time at
home. The challenge comes from completing your goal—getting through five levels of a particular driving course. It is a long-dis tance road race. There are five different courses from which to choose. In the open ing screens, you choose which course you
wish to drive. To reach your goal, you'll travel over roads that are aptly named:
"Cloudy Mountain," "Devil's Canyon,"
"Wheat Field," "Wilderness" and "Seaside Town." "Coconut Beach" will be your starting point.
During your drive, cars are constantly entering the roadway. You must pass them without crashing into them or going
off the side of the road. If you get to the checkered flag of Stage 1, you automati cally go right into Stage 2 without stop16
JULY 1989
ping. As you drive into each new stage,
the number of cars increases, making the driving more challenging. Players must
be much more careful about, their driving capabilities as they move into another stage.
At the end of a race, a car moves along the course map to show how for you actu ally drove toward your chosen goal. Thu object of the game is to complete each stage of the race within a 75-second time
limit. If you do meet this time criterion, you move on to the next stage. Time is carried over into the next driving level if it is not used up in the preceding level. An on-screen digital clock indicates how much time remains for a particular level.
Your score is based on how well and how fast you drive. In fact, the faster you drive through the course, the more points you can accumulate. In essence, you have to go as fast and as carefully as you can. If
you cross the finish line in the time allot ted, you'll get one million extra points for every second of time you didn't use.
Speed is increased by moving the joy-
Driver's Ed
• Don't slam on the brakes to avoid trou
ble. This will only bring the car to a dead stop, and you will lose time trying to re gain momentum. Try switching to the low gear to slow down. • Downshift to the low gear when maneu vering through a curve. • Shift into the high gear when racing down a straightaway. • Avoid hitting any vehicles on the road —collisions will only slow you down and eat up time.
• If you're really getting into trouble, just press the spacebar to pause, take a breath, and then get back in the race.
stick forward If you pull back on the joy stick you decelerate or brake the car to a slower speed. You are constantly moving
the joystick for acceleration, deceleration, and direction. Shift from gear one to gear two by pushing the fire button. The best way to navigate curves in the roadway is to shift, to the lower gear. On the screen
there is an indication of what gear you are in. The speed is indicated on screen in kilo meters per hour. If you travel too fast and hit trees or objects along the side of the
road, the car flips over. Excellent graphics show the car flying on its side and the oc cupants being thrown from the car on the
ground.
Musical Interlude
You'll be musically entertained—if you so choose at the beginning of the pro gram—by the "Magical Sound Shower" or "Splash Wave." In the opening screen be fore the race, there is a graphic of a radio, and the player gets to pick his choice from two types of music that will be played throughout the race. Music is chosen by
moving the joystick side to side and press ing the fire button to make the choice. On-screen graphics also indicate the stage, a relative tachometer rate, the gear you are in, your speed and your total point score. If your score is high enough to rank within the seven existing highest scores, you will be able to enter your initials on the list. Out Hun will make you concentrate on the driving. You'll be so (ocussed on the
screen, that all else will lx> forgotten. Isn't thai what computer fun is supposed to be? I think you'll agree, Out Run is worth add ing to your software collection. Q
*AIso available for the Amiga.
64 AND 128 SOFTWARE REVIEWS
Roadwars Computer: Commodore (vl Publisher: Arcadia/Electronic Ails 1820 Gateway Drive SanMateo, CASM404 Medium:
Disk
Price:
$19.99
If current driving annoyances like grid lock, potholes, construction delays and everyday highway congestion tend to get you a bit overheated, then let me suggest a therapeutic session with Arcadia's Roadwars, an arcade simulation that lets you address some potential futuristic free way conditions behind the wheel of a Twenty-Fifth Century roadster. Take an eye-opening joyride or two across this game's blacktop, and it's a sure bet that you'll be more than happy to count your blessings and return to the more predict able present day traffic hazards. For if Ar cadia's designers are right, not only are road conditions destined to get worse, they'll get downright deadly. This contest accelerates us a few hun dred years into the future, where ad vances in mathematical physics, cyber
netics and artificial intelligence have al lowed for the development of roadways so complex that they strain our late '80's imaginations. Exemplifying this fact is our stop at Armageddon, a Federation es tablishment displaying one of the most so
phisticated travel networks ever devised. While the planet itself remains seared, scarred and uninhabitable since the Tar'Sian War of 2371, its many life-sup porting moons have recently been colo nized and linked together by a magnifi cent series of space pathways. These com puter-controlled wonderworks bridge the stellar abysses, providing easy access to all orbiting travelers. The design is an en gineering marvel, garnering praise and attention from all corners of the universe. But upon your arrival a serious problem has been discovered. For no clear reason, the computer employed to monitor the nu merous roadway safety mechanisms has
suddenly gone haywire, destroying rather than protecting any vehicle that attempts
to traverse its paths. Every level of trans portation is completely shut down, bring ing all of Armageddon to a dangerous
standstill. The powerless frightened citi zens send out a frantic call for a fastthinking, quick-shooting hero to save the
day. This is where you come in. Better fas-
Reviewed by Mark Cotone
For your mission, you've been granted the use of a Battlesphere—a joystick-controlled street-sweeper of dynamic proportions. ten your seat belts, the ride will be wild. Simply put, the object of Roadwars is to cruise the lunar causeways and clear them of any and all obstacles. For your
mission, you've been granted the use of a
Battlesphere—a joystick-controlled streetsweeper of dynamic proportions. In its at tack mode, it handles like a freewheeling, streamlined two-turret tank, capable of obliterating anything in its path with an endless supply of missiles. When the situ
ation calls for a defensive stance, a push of the fire button encases the Battlesphere in an armored shield, allowing it to plow through most obstacles with limited dam age. It's a potent machine indeed, but as you'll see, your frenzied computer foe is a formidable match. The action is viewed from a position be hind and slightly above your Battles phere. The road stretches out before you, arcing up to a vanishing point somewhere on a colorful moon hovering along the screen's upper edge. Since no one should be forced to patrol the Armageddon streets alone, this contest has been set up
as a two-player challenge, with your com panion's vehicle—identical to yours in de sign and function—fueled and positioned to your vehicle's right. If no human team mate is available for the drive, the Com modore will be glad to act as your loyal partner.
As you speed off on your journey, it
won't be long before you discover the bat tery of fiendish traps planned for your wel come. The most common is an ironic mis use of the "protective" barriers lining each side of the road. These high-tech guard rails were originally constructed to create a magnetic field that would help to keep vehicles on their course. But by over charging random sections of the paneled barrier, the rogue computer has trans formed this retaining wall into a killer, an electronic lethal weapon that continuous
ly launches violent sparks across the highway to destroy any unshielded vehi cle in its path.
Your job is to blast away every last one of these malfunctioning panels, making travel safe for all those who follow. Clear a defined course of all sparking sections, and you and your partner will be awarded instant access to another charged thor oughfare in an even more perilous lunar precinct
Dangerous panels differ from the unaf fected ones in color, so detection is easy enough. What becomes difficult is trying to maneuver your Battlesphere into a fir ing position while working to avoid the
additional hazards developed for your de struction. This on-road traffic includes an army of deadly small red balls that roll at you on a premeditated collision course, and stationary "Chevron" partitions, which have been placed perpendicular to the side rails to block entire lanes of traf fic. Hit either of these with your shield and you lose that defense. Make contact without the shield and your Battlesphere will be reduced to rubble. And as if that wasn't enough, in the star-speckled open space on either side of the road floats a fleet of killer satellites— the most feared of all enemies. They at tack one at a time, sailing in off the hori zon and honing in on your target vehicle before unleashing a powerful laser blast. They're quick to act, tough to hit and
deadly accurate. In the first few rounds, a satellite visit is a rarity. But as the mis sion pushes on, the skies will soon be lit tered with these metallic marauders,
helping to keep the trip interesting. Just to show you that they do have some sympathetic capacity, the game de
signers have painted a few bonus arrows on the pavement. Running them over will instantly increase your firepower, providContinued on page 87
COMMODORE MAGAZINE
17
64 AND 128 SOFTWARE REVIEWS"
Reviewed by Scott A. May
Street Sports
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Football Computer: Commodore i'A Publisher
Medium:
Price:
Epyx
600 Galveston Drive Redwood City, CA 94063 Disk
$19.95
As a kid, one of my favorite sources of bumps and bruises came from a good game of backyard football. Each of us would pretend to be our favorite footbaJl heroes—Bart Starr, Jim Brown, Johnny Unitas. An imaginary line between two
trees served as the end zone. There were no yard marks and no first downs. Either you scored or you punted. Epyx recaptures these rough and tum ble glory years in Street Sports Football, a masterful tribute to youth and vigor. The
Sporting several
truly innovative play features, this game holds its own among the top contenders in the league.
game maintains an exciting contempo
rary feel, while stirring nostalgic memo ries in those of us who admit to being thir ty-something. The game was designed by Ogdon Microdesigns and programmed by Stephen
M. Thomas of K-Byte. This same team brought us Street Sports Soccer, without a doubt the least successful effort in the Epyx series. But don't hold it against
them—this time they got it right. I must admit football is my favorite computer diversion. So when Epyx first announced their "Street Sports" line a few years ago, I eagerly anticipated this edi tion. It took some time, but was worth the
wait. Sporting several truly innovative play features, this game holds its own among the top contenders in the league. The initial setup differs little from the three previous "Street Sports" titles. Games can be played against a computer opponent or head-to-head with a friend. Next, choose from two field locations: an urban side street or a vacant construction site. Both areas offer suitable room to play, each with its own type of field haz ards (discarded bottles, cans, boxes, etc.).
Players then pick team members— three per side—from a lineup of nine neighborhood kids. Select your teams from one of the pre-saved sets on the pro gram disk. Or let the computer create a randomly selected team for you. Serious managers will want to handpick their
players, name the teams and save this
combination to disk for future play. With a 18
JULY 1989
few exceptions, your team's eligible draft ees are the same kids from the first three games in the series. Those who excelled in baseball or basketball, however, are not necessarily adept at pixel pigskin. Players
assign one kid as quarterback and two as
receivers. 'ITiis selection is crucial to the outcome of the game. Use it to adjust skill levels and player handicaps. Before play begins, game rules and pa rameters must be set. First decide how many passes must be completed for a first down (there are no yard lines). Should the offense get a first down for crossing the midfield marker? How many first downs can a team have without scoring before
losing possession of the ball? Finally, de
grams are supplied with the instruction manual. Wait a minute—design their own? Yes, included with the game is a special Playmaker option for creating custom-de signed play patterns. Edit an existing pat tern or start from scratch. Using on-field graphics, players can create a unique of fensive formation, then assign individual running and pass patterns to each team member. On the Playmaker screen, each player's
path is represented by a different type of line (dotted, thick or thin). Patterns are drawn in the same manner as computer art programs, stretching lines in the de sired direction. Each pattern can contain
termine how long the defense must count ("One Mississippi... Two Mississippi...")
up to five "nodes"—changes in direction.
before rushing the quarterback. The pre-
At the end of the pattern, players can be told to Stop, Continue in that direction, or
game screen also allows each team to choose a playbook. This feature alone ele
attempt to Get Open. Although there are only three players per team, the Play-
vates Street Sports Football far above the average action-oriented computer football
game. Playbooks consist of individual playsets, each containing up to eight de tailed pass patterns. Playbooks are loaded
into memory and available to each team throughout the game. The program disk comes with its own playbook of four playsets, for a total of 24 unique patterns. The offense makes its se lection before the start of each play from a menu at the bottom of the screen. Both teams may use the built-in playbook or design their own. Two sets of play dia
maker feature suggests unlimited poten tial. Players can double-up, criss-cross, re verse, zig-zag, loop and hook. If you can
imagine it, you can put it into play. A spe cial option allows you to test a pattern be fore giving it your final stamp of approval. A blank disk is required for saving per sonalized plays. The mechanics of game play are pretty straightforward. On defense, press the joy stick button to switch control from one player to the next. The player under your
control is highlighted. Before the ball is Continued on page .16
64 AND 128 SOFTWARE REVIEWS'
Alfs First Adventure Computer: Commodore f>4 Developer Alien Productions Publisher: Box Office Software, Inc. 336 Robert Street, Suite 1202 St. Paul, MN 55101 Medium: Disk Price: $15.00 Eating pizza-fuel, beating the clock, es caping dual capture and collecting
treasures are activities that require focussed concentration and playing dexter ity. The challenge of these activities is in creased with a four-screen maze and puz zle-piece treasures that change at each of four playing levels. As a result, there are hours of fun playing with Alfs First Ad venture.
Alf—short for "Alien Life Form"—is a proboscis-prominent, cuddly, 230-year-old, furry creature, with impeccable English, who has arrived from another planet. As the story goes, Alf was born on the planet Melmac (anyone remember those plastic
dishes of yesteryear?). After rocketing through space, Alf crashes his spaceship
through the earthly roof of the Tanner family garage. Unless you are also from another planet, you'll recognize that this
software package was derived from the very popular television show with the same name.
Cats and Rockets
Alfs unusual personality is captured in this complex, interesting and challenging game. Alf loves pizza and cats and also wants to return home. Your job is to get Alf home. Accomplishing this task is made easy with detailed, clear, on-screen instructions that eliminate the need for a user's manual.
Reviewed by John Pustai
Your job is to get Alf home.
This is made easy with detailed, clear, on-screen instructions that eliminate the need for a user's manual.
spaceship, he must collect all the parts and return them to the garage. All the action takes place in four game
levels called "neighborhoods." These neighborhoods are really increasingly dif ficult, multi-screen mazes through which Alf must navigate. There are four cats,
Each neighborhood brings faster move ment of the cats, Willie and the dog catch
er. Willie and the dog catcher become smaller and more difficult to evade with each higher level. Therefore, Alf will have
to become smarter at each level.
No Time to Waste
The challenge results from the complex
two spaceship parts and one key to collect in each neighborhood. Alf must complete al! four levels before the clock reaches 24 hours. Getting to the goal is a logical sequence
But Alf must also chase four cats, eat piz za and watch the clock tick closer to the 24-hour time limit. At the same time, Alf
of events, which goes as follows. Before Alf can assemble the spaceship, ho must col lect all spaceship parts and return them to the garage. But even before that, Alf must return Willie Tanner's (that's Alfs earthly
must return safely to the garage with each collected item. Returning to the garage area uses up
time. There is special difficulty if Willie or the dog catcher are around the garage. In
host) cats to the garage. Time becomes im
this situation, Alf can only wait for Willie or the dog catcher to move to another posi tion. Garbage cans slow up Alfs return to the garage. If Alf runs into garbage cans, he will be stunned and not move fast on
portant, because Alf cannot carry two col lected items at once. Therefore, constant time-consuming forays into the neighbor hood maze are needed. Collections—of cats, spaceship parts and keys—made during these forays are indicated by an on-screen statement. Each collected item must be returned to the garage, which is in a different location for each level. Once the object is dropped in the garage, it will show up in the inven tory in the garage area. Once the four mobile cats are returned to the Tanner garage, then the four sta tionary spaceship parts appear at different
locations in the neighborhood. Once all four boxes of spaceship parts are returned to the garage, the key will appear. The key is needed to unlock the passage to the next level. In order to capture each cat, Alf must be well fortified with pizza—Alfs fuel. Alfs pizza level constantly diminishes—as
shown graphically with a pizza that re duces by one-eighth of a pie every few sec
onds. When the "pizza-meter" disappears,
Before Alf can assemble the
lives are left at a particular level.
Alf has to find and eat another pizza.
Then he can continue the cat-capture ac tivity. While the action moves from one screen to the next, Alf is being chased by Willie Tanner and the dog catcher. If caught by Willie, Alf forfeits everything gathered from that neighborhood level and must
action. Alf is chased by two characters.
the- screen, making it easy to be caught. Because of the multiple screens, the
need for a pizza may force Alf closer to Willie or the dog catcher, or away from the cats, spaceship parts or key. This activity also results in a loss of time.
Several special functions have been added to the game. To quit, a player can simply press "Q." This action results in presentation of the Melmac Skleen Club
listing of high-scoring players. This list
shows player name, level and time for the top ten players. The list allows players to
get an idea of their ability. In addition the F3 key turns the music on or off, the Fl key turns the sound on or off, and the F5 key pauses the game. Success and failure are both abetted by clever cartoon quips. Between each neigh borhood level, there is a humorous cartoon of Alf making some witty remark based on the level that is being entered. If you lose, Alf is equally "quip-tic." At one point, for example, Alf comments, "You're
doing great for someone without fur."
A-L-F Spells F-U-N The attraction of A//is a combination of
start over at that level. If caught by the
activities usually obtained only by owning many different software games. The graphics are excellent: the colors are bold,
dog catcher, Alf loses one of his three lives.
attractive, and eye appealing. The maze is
If Alf is caught by the dog catcher three
challenging. Each level brings more chal lenges—spell that, F-U-N. The fun is for kids of all ages. Q
times at any level, the game is over. There is an on-screen indication of how many Alf
COMMODORE MAGAZINE
19
&4 AND 128 SOFTWARE REVIEWS
Reviewed by RussCeccola
Wizardry I:
Proving Grounds of the Mad Overlord Computer: Commodore 64 Publisher:
Medium:
Price:
Sir-Tech Software, Inc. P.O. Box 245 Ogdensburg, NY 136(59 Disk
S39.95
It took a long time to finally get this re view written, as the editors of this fine
Your goal is to put together a party of characters and guide the party in the exploration of the maze in hopes of finding Werdna and the amulet.
publication can confirm. It wasn't that I
had writer's block or anything—it's just that I wanted to finish Wizardry I: Prov ing Grounds of the Mad Overlord before I wrote the review. I did finish the game
and compiled a list of general hints that will help you in playing the game with the minimum of frustration (see box on page 21). Proving Grounds is a very addictive fantasy role-playing game, and I simply wanted to play more of it rather than sit down at my Commodore 128 and write (we all know computers were designed for playing games). But now ifs time to muddle through
let that contained powers spoken of in fa bles. One day, a great fear came over him
and all of his subjects. After it passed, the amulet was gone. Werdna had captured the precious item and used its powers to carve out a ten-level maze in the ground next to Trebor's castle. Paranoid that Werdna would attack again, Trebor decid ed to assemble an elite guard of the best characters of each class in the kingdom. The maze that Werdna created would be
the "proving grounds" in which the guard
tive because it is chock full of all kinds of
would be tested. At the same time, Trebor hoped that by putting together a powerful guard, they would venture deeper and
surprises wherever you go in the game. First off, let me tell you that if you want fancy pictures or puzzles, you better go buy another universe-on-a-disk. Proving
Werdna and recaptured the amulet. That is your goal in Proving Grounds—to put together a party of characters and to
this review. Proving Grounds is so addic
Grounds is a maze game and nothing more. You create characters and place them inside a ten-level dungeon/maze in which you'll find all sorts of traps, tricks, nasties, treasure, teleporters and passage ways. But before I give you the specifics of game play, let's talk about your goal. Proving Grounds is the first scenario of the Wizardry series of role-playing maze games and the scenario in which you must bring a set of six characters (any
fewer would be futile) up to ability levels high enough to compete in the other sce narios. Wizardry games have been avail able for other computers for many years and have become "classics" in both com puter game and role-playing adventure game circles. Finally, after all those years, the classic has been translated to the
Commodore 64. This first instalment in the Wizardry chronicles involves the Mad Overlord Trebor and the Evil Wizard Werdna. It seems that Trebor had discovered a special amu20
JULY 1989
deeper into the maze until they found
guide the party in the exploration of the maze in hopes of finding Werdna and the amulet Sounds neat, huh? I found it to be. I've played other maze games before, but none as packed with variety and a strong sense
of exploration as Proving Grounds. What's
more attractive about the game is that its
and are removed from the screen in as short a time as possible without losing their effectiveness. Wizardry allows the user to adjust how long the windows should remain on the screen. In addition, you can interrupt the normal time delay by hitting the RUN/STOP key or turn all pauses on or off with the Fl key. There are some other features included in Proving Grounds that may or may not be useful to a player. In particular, you can switch off the sounds with the F3 key and make all of the keys auto-repeating
(if you hold them down) with the F5 key. The latter was very useful. Because the only sound you hear in Wizardry are your footsteps in the maze, I found the former
option rather useless. Proving Grounds is the type of game that allows me to catch up on my music listening while I play be cause I don't need to hear any sounds to play the game. The program autoboots on the Commo dore 128, supports the 128's additional
memory or a 1764 RAM Expander and uses a disk drive speed-up system that
interface is so easy to use. The Wizardry gaming system consists of multi-layered
can be toggled with the F8 key if it doesn't work on your computer. These are all pluses for the game system—they are ex
menus in which the options are chosen by
tras that can be helpful.
pressing single keys. The entire game is played with the keyboard in this way. Usually, an option is selected by pressing the first letter of the name of the option,
So far, I've avoided talking about the game play of Proving Grounds. That's be cause it is very easy to play the game, and there isn't much to it except for explora
set apart from the rest of the letters by
tion, mapping, advancing your characters
parenthesis. This makes it very easy to
tell which keys can be pressed at any giv en time. Wizardry makes the most of the Com modore 64's windowing capabilities. All options and messages in Wizardry appear in windows. Because there are so many windows, some need to be read only once
and combat. Most of your time will be spent mapping and fighting. But that's okay, because you never know what is just around the corner in Proving Grounds.
You create a party of up to six charac ters to explore the maze. The manual of fers a lot of hints in this area. There are
six character statistics (Strength, IQ, Pi-
64 and 128 Software Reviews/Wizardry r ety, Vitality, Agility and Luck) that deter
mine the character's class, five races (Hu mans, Elves, Dwarves, Gnomes and Hobbits), three alignments (Good, Neutral and Evil! and six classes (Fighter, Mage, Thief, Priest, Bishop, Samurai, Lord and Ninja). The first four are the basic classes; the others are advanced. There are two main places in Proving Grounds—the Castle and the Maze. In the
Castle, you can find Gilgamesh's Tavern, Boltac's Trading Post, The Temple of Cant and The Adventurer's Inn. At the edge of town, you can find the Training Grounds,
the Maze and the Utilities. The game re quires that you create your party of char acters in the Training Grounds. After do ing this, you outfit them with weapons, ar mor and other items at Boltac's. You as semble and inspect them at Gilgamesh's. You resurrect dead characters in the Tem ple of Cant, give rest to them in the Inn,
and change names and do other things with the characters in the Utilities menu. Everything else takes place in the Maze. A typical sitting of Proving Grounds in volves sending your party into the maze, mapping and exploring as much of the maze as you desire, fighting monsters to collect gold and experience points and re
turning to the Castle to check if your characters have increased experience lev
els, rest them and buy any new items that you can afford. The only graphics that you see are a first-person view in the maze. It is not a solid view. The graphics are made
up of simple lines. Monsters are drawn on the screen in color as you encounter them.
Prouing Grounds is that you can define these keys if you're not happy with the ones that the games uses for a default set ting. Magic is an important part of the game. In fact, you won't get very far without it.
Your mages and priests can cast spells when in camp or in combat. These charac ters are assigned a number of spell points for each spell level (there are seven levels for both mages and priests) in which they
have at least one spell written into their spell book. Each time a spell is used in a spell level, one of that level's spell points is removed. You get more spell points per
level and learn more spells each time you advance an experience level. To use a
spell, you just type in its name where it is required. Even the spell names were well thoughtrout. A more powerful spell of the
same effect uses the weaker spell's name as the base word for the powerful spell's name.
With all this talk about the game's good points, there must be some flaws in Prov ing Grounds. There are two things that
Proving Yourself Hints for Successful Maze Maneuvering
• Think carefully about the alignment of your party before you generate charac ters. Characters with good alignments can't be in the same party with evil char acters. If you choose a good alignment, you can't have thieves or ninjas. A neutral
Although simple, the graphics are effec
alignment restricts priests, bishops, lords
tive. The combat system is very easy to use. You select actions for each character in
samurai :ind lords. You can mix good and
each round of combat, and the computer displays a message describing the result of each character's attempts. You encoun ter monsters frequently, but not so often that combat takes up much of your time, Most of your efforts will be spent figur
ing out the layout of the maze. A pad of Map Plotting Aid paper has been included in the package—a most welcome addition. No maze level is bigger than the 20 x 20
grid on the paper, so all you have to do is fill in the grid. Choose a legend for doors, pits, transporters, ete. If you're really
stuck, the mages can cast a spell that will tell you the exact coordinates of the maze that your party occupies. Moving around the maze is accom plished by pressing one key to move for ward, one key to turn left, one to turn
right and one to turn around. A plus for
and ninjas; an evil alignment restricts neutral and evil and neutral. • Be careful about changing class halfway
through the game, because your statistics drop to a minimum, experience points to zero, and you lose the use of some items. However, if you know some spells in a cer tain level, you will eventually learn and be able to use all of the spells in that level.
• Here is the best party to have (in the standing order you should place them in the maze): Dwarf fighter, Human fighter,
Gnome priest, Hobbit thief and two Elf mages.
• Remember to equip your weapon, ar mor, shield or any other items you need for protection before combat or entering the maze. • Have a mage cast a DUMAPIC spell (reveal location in Maze) in camp if you are lost in the Maze. • Plan out your initial purchases from
really bothered me. First of all, the game is incredibly slow and it accesses the disk drive too much. Even with my Commo dore 128, tlie delays are great. Perhaps a 1764 RAM Expansion increases speed,
but I really doubt it. Most of the delay conies from disk access and updates of the
character data. Also, you can't save your
game in Proving Grounds. Exploration would have been much less tedious if this option were included. The most you can do
is resume where you left off, but you can't save your place and return to it when you
get lost or die.
Still, Proving Grounds and the Wizard ry system offers many hours of enjoyment in the quest to capture the amulet from Werdna. There are all kinds of creatures in the Maze and many neat level layouts and blind alleys to keep you occupied. My only problem now is that I have to start reviewing Wizardry I: Knight of Dia
monds for a future issue of Commodore Magazine. I hope I don't get stuck, or an other review might not get written for a while. Sleepless nights, here I come!
Q
Boltac to maximize the use of your gold pieces. Buy things for your mages and thief first, because they need the least equipment. • Get back to the Castle as quickly as pos sible if one of the characters is poisoned, unless you have a high-level priest with spells to cure the poison. Otherwise, the character will die quickly.
• Use the Make Camp option to pause the game.
• When you first start out, don't take too many chances because it's too easy to get killed or lost. Make frequent trips back to
the Castle to rejuvenate your characters and see if they've advanced in experience levels. • If you haven't lost any hit points in the Maze, sleep in the stables at the Inn to see
if you've advanced an experience levei. • In the very dark areas of the maze, you can't see in any direction. Be careful not to get lost.
• Check the walls to make sure that they are solid, but be careful you don't go through a one-way door and can't get back to where you were.
• As soon as your priest or bishop has the LOMILWA spell (illuminates more of the Maze and all secret doors for the duration
of the expedition) or the LATUMAPIC spell (reveals the true names of all mon
sters for the duration of the expedition), cast them as soon as you enter the Maze.
COMMODORE MAGAZINE
21
64 AND 128 SOFTWARE REVIEWS
Reviewed by John Ryan
Annals of Rome Computer: Commodore (>4 Publisher: Datasoft/PSS Distributor: Electronic Arts
1820 Gateway Avenue Medium: Price:
San Mateo, CA &44O4 Disk $24.95
Time acts as history's veil. Things that are clear enough today, may seem od dly muddled or unimportant tomorrow. We tend to judge or test information against how current it is. Realistically, we
should lend history the same ear we do the six o'clock news. However, we often see
history taken for granted, or worse, shrugged off as a ritual to be endured throughout high school. Let's look at Annals of Rome, a new strategy war game for the Commodore 64. Although it deals with history some 2000
years old, military historians still study the period, if only because of the lessons it taught mankind—lessons that were brief ly forgotten for the duration of two world wars this century. While Annals of Rome is an exercise in
military strategy, it does not try to trivialisse the other aspects of the empire that
made ancient Rome the world city that is was. It concentrates on effective use of military power and command, while or
chestrating all the other side effects of a maturing republic in the background.
The simulation roughly spans the pe riod of history from 750 B.C. to the fall of Constantinople in 1433 A.D. (though only a select few of you will ever make it that
far). Time is measured in uneven turns, where each turn may represent a chunk of time between one and 25 years, with eight turns per century. The game is further di
vided into seven phases. Your window into history is comprised of a regional map, framed by tables and
information critical to game play. This map is divided into 28 different regions, each with a code or number that identifies
its owner. At the beginning of the game, you won't have to worry about this much, since you'll only own Italy (Italia). As the game progresses, however, the regional
maps will change code references many times over as the struggle for land marches forward. The goal here, of course, 22
JULY 1989
is to expand Rome's borders and avoid be
ing sacked. The further you can move Italy's frontier lands, the greater success you'll have in controlling the constant on slaught by barbarian hordes. Before wars can be waged, however, you must have money to wage them. This is where the economic phases comes in. You may fill the imperial coffers by either con quering new lands land holding on to them, of course) or by raising taxes. Be warned, taxing Rome's citizens, is likely to
have an adverse affect on the current rul er's reign, for the current tax rate may in fluence local inflation, increase jxiverty (thereby increasing mortality rates) and cause an emperor to lose popularity. As you may know, an unpopular ruler's death
grip on the throne wasn't worth a plugged drachma back in those days.
In Annals of Rome you should not con
cern yourself too much with who is the dictatorial head of Rome, since this will constantly change. In this game you are more of a conductor of events than an ex plicit ruler. Conversely, civil wars tend ta divert attention away from more critical
problems at hand (such as Gaul inva sions). So raise taxes if you must, but pre pare yourself for the inevitable conse quences.
The next two phases deal with person
nel display and assignment. There are 21 officers on hand, all of whom have varying degrees of expertise as field commanders and loyalty toward the current ruler. Also
displayed arc each officer's age, rank, locu tion and identifier code. At first you'll have to assign an officer to command the
legions of Rome itself. As the game pro gresses, you'll be able to assign command ers, legates or tribunes to outlying areas
to command the Roman campaign armies and garrisons. A smart ruler will base a loyal commander in Rome to temper un
rest during lean times. Unloyal com manders often stir the winds of rebellion and are best used for suicide attacks in
the frontiers.
During the personnel assignment phase, a roster of Rome's officers will show
the location and status of each. Since this is a game based on the movement of time,
you'll see many names come and go. Some may retire, others may die in battle or from natural causes. You can assign a new
officer to a region by entering a region's identifying code, then pressing the code of the officer to be assigned. When assigning
personnel to a region mired in war and confusion, it's best to send a commander with high military ability. This ability is
used in the formula to determine the out come of a particular battle. On the other hand, sending an unloyal officer to a re gion you are about to lose is a good way to dispose of your enemies—a common method used by many Roman emperors. An emperor's popularity is based on several factors: losing regions, an emper
or's age and the tax rate, all have a vari able effect on how the people of Rome view the regime. If a ruler's popularity level drops too low (on a scale of-5 to +5), a coup may be inevitable. Unloyal com
manders attemping rebellion will be high lighted on your roster, though the actions you ran take as ruler are fairly limited. You can try to bribe the troops in the hopes of maintaining loyalty, or appoint a new commander to Rome, this with the view that the commander will be popular
enough to prevent rebellion. If these tac tics do not work, Rome will be plunged into civil war. Civil war involves a nasty chain of events that diverts resources and man power away from the goal of maintaining Rome's borders. If the rebels win the bat tle over loyalist, the current leader will simply switch his loyalty to the new rebel leader! A prolonged civil war, however, may very well bring Rome to the brink of disaster, so settle all internal struggles as swiftly and painlessly as possible. The foreign wars phase is really the heart of Annals of Rome. It is during this Continued On pa/jr 75
64 AND 128 SOFTWARE REVIEWS
Reviewed by John Pustai
Win, Lose or Draw Computer: Commodore 64 Publisher: Hi Tech Expressions 584 Broadway New York, NY 10012 Medium: Disk Price: $12.95 Parties will come alive with Win, Lose or Draw. Players will have as muck fun as they do on this program's television namesake. Although this game was de signed for single-player use, its potential for team and multi-user play could make
Win, Lose or Draw the surprise hit of 1989.
If you haven't seen the TV version, here is the game strategy: There are two teams of three players each. A player tries to get his teammates to guess a secret saying,
phrase or word by drawing pictures on a large pad of paper. Money is awarded to the team for each correct identification.
There is also a "Speed Word Round" made up of a series of single words for teams to accumulate more money. The team with the most money at the end of the game wins.
Clever Simulation The software version is self-contained.
Individuals can play against the comput er, or two players can play against each other. The second side of the game disk contains the secret words, phrases and sayings and the related drawings. On
screen graphics simulate two teams with three members each. Like its TV counterpart, the object of the software version is to guess the sen tence, phrase or word being drawn to accu mulate the most money. Each team gets three picture puzzles for the regular round of play, and then they play a speed round with easier puzzles for more money. In all cases, the computer draws the pic tures much like a human would draw a
freehand picture. Time ticks away while the picture is being drawn, just like on the TV show. When the picture is finished, a
beeping sound is made.
Returning Champs
Each time the disk is booted, players are asked if they are a returning champi on. If you are a returning champion, the list will indicate the number of times you
by how fast players guess the answer.
More money is won if the player identifies
the answer in less time. Therefore, it be hooves players to type fast, with as many single words as they can think of to try to guess what is being drawn. If the first contestant doesn't get the an
Like its TV counterpart, the object of the software game is to guess the sentence, phrase or word being drawn to accumulate the most money. have played and the total amount of mon ey you have won to date.
Opening graphics display a living room setting like the TV game show, with the contestants sitting on a couch and an em cee standing next to a blank drawing board. The team that is playing sits in
swer within 60 seconds, the second player has an additional 20 seconds—just like on the TV show—to make only one guess at
the correct answer. If the correct answer is not given within 20 seconds, neither team wins any money.
Speed Word The Speed Word Round is very exciting. As soon as you guess the correct speed word—even before the drawing is com
pleted—a new drawing is started. This round lasts for 90 seconds, and the player
wins money depending on how many words are guessed correctly.
Like Horseshoes, Almost
There are some cases where the com
front of the screen on the floor. The other
puter will accept an answer that is close to
team sits on the couch, hi the lower right
the exact answer. There are also cases
and left of the screen are the scores indi cating how much money each team has
where the computer will not accept an an swer unless it is exact. Here are some ex amples of answers that were not exact, and which were accepted or rejected:
won.
Players can choose to play as a male or female contestant. When the log-on infor mation has been entered, players are prompted to turn the disk over to the question side. Next, players activate the drawing.
Nuts and Bolts At any time during the drawing of the picture, the player whose turn it is can guess the answer. Answers are typed on the keyboard. If the answer is incorrect, nothing will happen, and the picture will continue to be drawn.
There is one major hint to playing the game. Players should type answers as fast as possible, as soon as they have any idea what is being drawn. For example, a puz zle solution might be "Nuts and Bolts." The computer will draw some peanuts first. If a player enters "Nuts" into the keyboard, and it is a correct portion of the answer, the word nuts will appear on the drawing area of the screen. Players will
then know that the word nuts is in the complete answer.
When the complete phrase is entered
correctly, the player is credited with the money. Money amounts are determined
Correct answer: "The moon is green cheese."
Answer accepted: 'The moon is not made of green cheese." Correct answer: 'The light at the end of the tunnel." Answer rejected: "See the light at the end of the tunnel."
Correct answer: "Blood, Sweat, and Tears" Answer accepted: "Blood sweat and tears" (without commas) Correct answer: "Jumping the gun" Answer accepted: "Jump the gun"
Correct answer: "Have the world by a string" Answer rejected: "Got the world on a string"
Party Time I tested the software at adult parties
and found that even without a largescreen TV, you can still duplicate all of the Continued on page 39 COMMODORE MAGAZINE
23
64 AND 128 SOFTWARE REVIEWS
Reviewed by Scott A. May
The Write Stuff
areas allow up to ten documents in
128
memory at once
Computer: Commodore 128* Publisher: Busy Bee Software
—
:
P.O. Box 2959
Lompoc, CA 915438 Medium:
Price:
Disk
$29.95
(Quick Brown Box version is also available)
Visualize your favorite, most feature-
laden word processor for the Commo
dore 128. Now multiply that two or three
The Write Stuff 128 is
actually the title of the entire software package, which contains several distinct programs.
times, and you'll have some idea what to
disk. Finally, "BB Menu Maker" creates
expect in The Write Stuff 128. Prepare to be amazed. Chances are, if you or someone you know belongs to a Commodore users group, Busy Bee Software (a.k.a. R. Eric
cursor-driven, auto-load disk directories,
Lee, programmer extraordinaire) is al
ready a familiar name. Lee introduced The Write Stuff'64 a few years ago under a new concept called "Userware": software promoted, distributed and supported en tirely by users.
Enticed by demo copies of the program promoted through user groups, individ uals become officially licensed distribu tors, placing orders directly through the company. The larger the order, the lower
the price. Distributors are supplied with one master disk plus numbered disk la bels, startup booklets, registration cards, manuals and keyboard overlays for the
number of copies wanted. Bypassing the costly middleman results
in lower prices for commercial-quality software. The system works, which is as much a tribute to the power of Commo dore users as it is to the strength of Lee's program.
The Write Stuff 128 is actually the title of the entire software package, which con tains several distinct programs. The main
complete with user-defmed file descrip tions. You'll want to include this handy DOS accessory on all your disks.
Given the cost/power/performance ratio of the Commodore 128, you simply can't find a better computer for word process ing. Although hard-core users will agree
that the perfect word processing software does not exist—and never will—none has ever come closer than "BB Writer 128." Yet the program is versatile enough to ap peal to all users, from absolute beginners to the most demanding typesetter, and be yond. A complete list of the program's fea tures boggles the mind. You may never use them all, but the potential is there. Here's a sample:
• 90Kofon-disk documentation, in cluding 68 help files, 36 tutorial files,
and instant on-line help screens • 60 user-defined keyboard macros
• Built-in outline generator ■ Dvorak/QWERTY keyboard toggle • 80-column print preview • Full-sized keyboard overlay with
command summary • Supports 1581 sub-directories, 1700 and 1750 RAM expansion
feature is, of course, "BB Writer 128." Both 40- and 80-column versions are in cluded on the flippy disk. With only a few
• Built-in file translator reads format
exceptions, each version offers identical features.
• Read'write in nine different file types
Also included on the disk is "BB Customizer," a powerful tool for creating custom printer setups. Over 30 used-defined printer macros in addition to 16 printer
toggles can be used for complete printer control. "BB Manual Maker" will print a
hard copy of all 68 help files found on the 24
JULY 1989
commands from over 14 other word processors
• Batch search and replace • Mail merge, database interfacing • 21-function calculator • One-pass double column printing This list merely scratches the surface and hardly does justice to the scope of the program. Dozens of additional features range from standard issue to truly inno vative. The deeper you dig, the more amazing "BB Writer 128" becomes. Yet there's always room for improve ment. Many aspects of the program, from the auto-boot loader to keyboard control commands, can be redefined by the user. Machine-language programmers will even find a complete memory map for adding their own features. Design an auto-save feature, for example, to work in conjunction with the built-in alarm clock. Busy Bee continually supports users with both a bulletin board and user news letter. Rumored to be in the works are a dictionaiy, thesaurus and grammar checker. Because of its multiple-file for mat capabilities, spell checkers from othei word processors can be used. Lee surely must realize, however, that dictionary disks are absolutely essential to remain competitive in today's market. As for a
thesaurus, buy a paperback. Software ver sions are merely gimmicks. [Editor's Xote: A 70,000-word SpelUhecker will be available for $10 by the time you read this. "BB Writer 128" takes time to learn, but your efforts will be well rewarded. Ca sual users can enjoy working with the easy command menu, although advanced users will prefer the fast control-key sys tem for utilizing the 60-plus keyboard commands. The program's keyboard overlay is one of the best I've seen. It's also one of the few cut to incorporate every key on the 128. Helpful hint: For this, or any other key board overlay, use reusable poster putty (called "Fun-Tak" or something similar) to secure the cardboard to your computer. It works better than tape and can be easily placed and removed hundreds of times
• Split-screen option (80 column only)
(leaving no residue). Available at most of
• Confidential file encryption/decryp
fice supply stores. "BB Writer 128" is a post-formatting
tion
• Word/paragraph count
• Define and sort up to ten columns • Store hundreds of word/phrase macros for quick typing • 63K text area, 16K buffer. Multi-text
word processor, a must-have feature for both speed typists and writers. The pro gram features over 64 embedded format codes—many of them user-defined—inContinued on page 39
AMIGA SOFTWARE REVIEWS"
Dragon's Lair Computer. Amiga*
Publisher:
ReadySoft P.O. Box 1222
Price:
Lewiston, NY 14092 $59.95
Have you ever wanted to play Drag on's Lair at home? If so, then you should check out ReadySoft's version of the coin-op classic for the Amiga. Ask any arcade addict and they will all say the same thing-^Drago/i's Lair's appeal is
unique. It has captured the imaginations of thousands of players who just couldn't believe their senses. The game's appeal stems from the fact that the graphics are not flat images, but rather actual cartoon drawings which the player can manipu late throughout the game. The dazzling sounds result from real studio mixed ef
Reviewed by Jeffery Scott Hall
Both the characters and backgrounds appear in 3D in such tremendous cartoon quality you will swear you're watching Saturday morning TV.
whole idea behind this game is to figure out what moves get you past certain ob stacles and creatures, there will be no dis cussion about how this is accomplished. However, I assure you that if you've played the original coin-op version, you will be able to start playing the game im
mediately. Most sequences found on the arcade are duplicated here, not to mention
fects applied to game play, which make for bone-chilling realism. Even better yet
the drawbridge scene which was found on
were the digitized voices, synchronized with the characters to make you feel as if you were actually inside the game itself. Now, let's find out just how the Amiga ver sion of Dragon's Lair stacks up.
is to find and rescue the beloved Princess Daphne from Singe the evil Dragon. There is just one problem—Singe has en
You begin your quest on the draw bridge, where you must fight your way through the castle's inner walls. Each game sequence consists of about 30 sec onds of actual play, which roughly com pares to the original. Since there are only a few sequences per disk, there are six disks containing a whopping 130 MB of game play. This means that you get an al most exact reproduction of the coin-op, a fact that will make Dragons Lair fans ex
cased himself within a large and very
tremely happy. Of course, to win this
complex castle where he holds the Prin
game you must make it to the final show down between the handsome young fight er (that's you) and the fire-breathing drag on (that's Singe) to see who will possess the Princess. Remember, you're her knight in shining armor, so don't let her down. After all, Princesses can be quite ro mantic!
Where Art Thou Fair Lady?
As Dirk the Daring your ultimate goal
cess captive. Clutching your sword, you enter his evil castle. As the screen comes to life, you may not be able to believe your eyes. The replica tion of the laser disk game is almost exact, and game play is very true to the original. Both the characters and backgrounds ap pear in 3D in such tremendous cartoon
quality you will swear you're watching Saturday morning TV. If your Amiga is connected to a stereo (which I highly rec ommend for this game) then your ears will hardly believe what they are hearing. All sound effects and voices have been du plicated directly from the arcade game, providing some of the best sounds you've ever heard from your Amiga.
Singeing; Singe Dragon's Lair is played by making a se rious of moves in corresponding order,
with all choices left up to you. Since the
only a few coin-op versions in the U.S.
Coin-Op vs. Amiga
One of the first differences a Dragon's
Lair coin-op player will notice is that the sequence when you get killed is missing. In the arcade version I played, when Dirk gets killed he will fold his arms with a dis gusting look on his face as he boldly grunts an angry "Humh!" Some of the other death scenarios are also missing. The next thing you will notice is the time delay between the arcade sequences. Since the game is provided on six disks (while quite reasonable for a game such as this), it requires many disk swaps even
with two drives. On the original, there are few if any time delays, since the game is on laser disk. Last, but not least, you will notice that some voices are left out at certain times (especially during the introductory se quence). When considering these "limita tions," keep in mind that the price of the coin-op version is around $12,000. Now it's time to see what the Amiga version can do. As I've stated before, the game has been closely duplicated from the coin-op version. I'll give the programmers an A for achieving such high standards with this game, and confining it to a mere
one megabytes for the Amiga 500/2000 and 512K on the Amiga 1000. You might be wondering about the differences be tween the two versions; there are none, Since the Amiga 1000 has 256K in it's
Writeable Control Store that really isn't ever touched, the programmers have ac complished a first by utilizing this extra memory with no special requirements. You can install Dragon's Lair on a hard drive, providing it's by Comspec. (This limitation—explained in the manual—is too lengthy to describe here.) Also, you can toggle the audio on and off which is something that's not on the arcade. Other nice features include a low-pass
filter which improves sound on some Amiga 500's and 2000's, a high-resolution mode which condenses the game into the center of the monitor giving you a differ ent perspective to playing the game, and toggle interlace on or off to eliminate scan lines.
Summary Simple mathematics will (ell you that $60 from $12,000 gives you a total of $11,940 left. I don't know about you, but I feel fte price of the Amiga version cer tainly beats that of the coin-op version, Continued on page 87 COMMODORE MAGAZINE
25
AMIGA SOFTWARE REVIEWS
Reviewed by Sieve King
Zany Golf Computer: Amiga Publisher: Electronic Ails
Price:
1820 Gateway Drive San Mateo, CA 94401 S39.95
Zany Golf is, well... zany indeed. Sim
ply speaking, if Woody Allen had de signed a miniature golf course, this would be it. Unlike real miniature golf, however, there are only nine holes. The game itself
is played like an arcade game: you can't
Throughout the course there are opportunities to earn bonus strokes by hitting a roving pixie who looks just like Tinkerbell.
advance to the next level, or hole, until
you have successfully completed the prior hole in the number of strokes allowed. Moreover, you (and up to three other play ers) start out with five strokes, and as you putt your actual strokes ;ire deducted from that total. At the beginning of the next hole, the par for that hole is added to your remaining strokes. So when you run
out of strokes, the game ends and you must start from the beginning.
Throughout the course there are oppor tunities to earn bonus strokes by complete ing a hole within a specified time, by hit ting a roving pixie who looks just like Tinkerbell, or by putting the ball through
designated obstacles. Before you play each hole, a preview screen gives you an overview of the hole
as well as any special instructions. The view is from above looking down at a 45-
degree angle, and the holes themselves are larger than the viewing screen, so you have to scroll around to see all the sec
tions of the hole. At the beginning of each hole segment is a superb but short musi cal interlude. lb play, simply place your
The second hole is a U-shaped arrange ment called "Hamburger Hill." A large
The seventh hole is a castle on a hill where the hole is on an island in the fore
plastic ketchup dispenser sits at the first
ground. If you can manage to putt up to the castle and get the ball through the en
turn. Hit it just right and your ball will bank precisely towards the hole, and the
trance, it will magically appear on the is
dispenser will spew globs of ketchup in the
air which plop down into the messy pool at its base. Oh, by the way, there is a ham
land.
burger "with the works" sitting right on
The eighth hole is the "Ant Hill"—a raised hub surrounded by rectangles radi ating outwards like spokes on a wheel. At
top of the hole. Tb move it, you must click on the mouse button rapidly: as you do,
the far end of each area is a bumper which you activate by pressing the mouse but ton. The aim, of course, is to bump the ball up onto the ant hill so you can putt it in the hole. The final hole, known as "Energy" real ly defies description. In fact, the only instructions given are "Hit the buttons on the big computer." It looks something like
the burger bounces up and down as if on a trampoline. The third hole, "Walls," requires you to
hit the ball along a narrow area in which several walls rise and fall blocking your
path. Radiating downwards from the right is another area, the bottom of which is di vided into several sections, one of which contains the hole. The fourth hole is also bi-level, but here
Dr. Frankenstein's basement laboratory, complete with stone floors, flashing light
the upper level is a pinball machine. Tb get to the lower level, you must get your ball into a hole at the upper left of the ma
plasma arcs spark, photon projectors hurl blobs of energy, and vaporizers disinte grate your ball. This hole is a challenge
ening and pipes snaking all around. Here,
chine. This I discovered was no mean feat and depended more on luck than on skill. The fifth hole has several levels ac
and a half. There is no disputing that Zany Golf is both creative and challenging. It does,
cessed by ramps extending in all direc
however, suffer from several flaws. If you
tions. Fans are placed at critical junctions to help blow the ball in the right direction. Tb activate the fans, you must jiggle the mouse rapidly. With proper coordination, it is possible to navigate these hilly ramps
use up all your strokes, the game ends and you must start over. This becomes quite frustrating and tedious, as it takes a
and even get a hole-in-one.
crisp or excellent. In the pinball hole, for
lucky enough to get the ball past the
The sixth hole is the Magic Caipet where you have the opportunity to steer
blades into the windmill, it will drop down
your ball with the mouse when it rolls
to the lower level and end up near the
over any of the checkered areas on the green. Tb complicate matters, you must get the ball under deflector bars which rhythmically rise and fall.
example, the ball bounces before it hits anything. Finally, there are only nine holes, and once you master them, the game becomes "old." Zany Golf is a cute, entertaining game in the Marble Madness
mouse pointer on your ball, hold down the left mouse button, and pull the mouse away from the ball in the direction oppo
site where you want it to go. The further away from the bail you pull the mouse,
the harder you'll hit it. Let go of the but ton and off it goes. And now for the course itself. The first hole, while not so unusual, is really not that easy. It is a bi-level hole with a spin ning windmill on the upper level. If you're
hole. Otherwise, try for the gutter which will get you down there through a flashing
lighthouse, but not near the hole. 26
JULY 1989
while to load the data for each hole. The graphics are quite good, but not really
genre, but unless you're a miniature golf fan, the novelty may soon wear off.
H
AMIGA SOFTWARE REVIEWS
Reviewed by Gary V. Fields
Better Dead Than Alien Computer: Amiga Publisher
Discovery Software
Price:
Annapolis, MD 21401 $34.95
163 Conduit Street
etlerDead Than Alien is an improved
and challenging spin-olTof the Space Invaders arcade classic. But don't be put off by the suggestion that this one is sim ply a rehash of an old game. Where Space Invaders ends, this one begins. The chal
lenge of the older game was simply to sur vive, but this one goes beyond that and above all, it is fun. When you boot up Bet ter Dead be prepared to laugh. At first glance it is easy to compare the program to the invader game, since most of its screens (and there are dozens of dif ferent screens) show wave after wave of in vading aliens slowly descending and bombing your defensive position. And like another classic, Galaxion, individual in vaders will routinely break away from the formation and swoop down on your posi
tion. The developers of Better Dead took the best parts of those two classics, com bined them and added digitized sound ef fects, power pellets, bonus units, a twoplayer option and some of the strangest, funniest and best-defined invading aliens you could ever hope to see. Those early games earned the right to be called clas sics, and I predict this one is destined to
follow them into the arcade hall of fame. The thing I like about Better Dead Than Alien is that it can be played either solo or in cooperation with another player. This means you can have a partner at your side helping you survive. Or if you prefer, because the hits registered by both players are recorded separately, you can compete against another person. And un
like the original invader game, your de fense platform can move up and down as well as right and left—but there are no de fensive shields to hide behind. Beyond the obvious fttn of two-player action, lots of laughs are produced when in the confu sion of battle, your partner (or opponent) accidentally blasts one of the enhance ment pellets (instead of catching it) when it is released by a wounded alien, or you become confused about which defense sta tion you are controlling and fail to dodge
an attack.
The physical appearances of
the invaders are a delightful mixture of the threatening
A
and the humorous.
The physical appearances of the invad ers are a delightful mixture of the threat ening and the humorous. One of the mas ter invaders is a huge, missile-firing brute which looks like a cross between an octo pus and a jellyfish. Not only is this fellow
odd looking, he is nearly indestructible— you can chase him ofTbut you'll rarely de stroy him. Two other aliens which always inspire some giggles look like giant
heads—one resembles a red-eyed, scalyfaced muppet, and the other reminds me of an old bald-headed man. The first you
must destroy piece by piece, while the sec ond must be forced to retreat.
Attacking Iwtween these master invad ers are levels of formation after invading formation of bugs, aliens and "doo-dads" which get progressively more resistant to your missiles. For instance, at level one you can scratch an alien with a single hit,
but at the advanced levels, you must blast them three, four or even live times to ter minate them. And for those who enjoy
blasting their way through an asteroid field, that thrill is included too. But re gardless the opponents you'll face here, they all have one thing in common—they are deadly.
Those who like options will be happy to know each player's ship can be controlled by either a joystick, mouse or keyboard, so there is no restriction on controlling de vices. I prefer a mouse, while my son feels he does better with his favorite joystick.
The game keeps track of high scores dur
ing sessions, but does not record them on disk. All in all, Better Dead is an excellent ar
cade challenge which will appeal to all ages. My eight-year-old son and I (I'm 39 plus) love to team up against the nasties.
The action is fast and varied, the sound ef
fects are digitally perfect, the graphics are excellent, and there are dozens of chal lenging levels. But above all it is fun—the
different digitized sound effects which are heard after each victory or defeat are sure to touch everybody's funny bone. For ex ample, instead of using an explosion sound when your defense platform is hit by an alien or his missiles, the word ouch is sounded instead. That may not sound too funny, but during actual play it is. It was refreshing to play a game where
the programmers didn't take their work
and the game's traditional "you-alonecan-save-the-planet" scenario so seriously that they couldn't laugh at it and get you to do the same. On a scale often, Better Dead gets the highest mark.
Better Battling * Getting through all the invading aliens may seem impossible, but there is a way to survive all the screens. I've seen the last attacking wave, but only because I discovered a "back door" which made my defense post almost invincible. I won't tell you exactly how to access the cheat mode,
but I will offer a cryptic hint: "Only a CHAMP can succeed and even he will need HELP." • If you just want to face one of the ad vanced waves of invaders (to experience
just how tough they are), select the level option and then type in CROSSWORD for the sector reference. You will be able to
battle with one of the more challenging invasion patterns. At this level each alien can absorb three direct hits without being stopped, while at the same time they will be pelting you with salvo after salvo of bombs. 9 COMMODORE MAGAZINE
27
AMIGA SOFTWARE REVIEWS"
Reviewed byGaiy V. Fields
The Awesome Arcade Action Pack, Volume 1
playing field, fast action and good sound effects with an enjoyable challenge, it is a game most arcade players will like. As you progress you can retrieve power pills
which increase your craft's fuel, armor and firing power, so a really good pilot
Computer Amiga
Publisher:
Arcadia/Electronic Ails
Price:
Sail Mateo, CA M4O4 $49.95
1820 Gateway Drive
Was it arrogance or self confidence that inspired the word awesome in this title's name? In my opinion, any soft ware developer who labels a game collec tion awesome, is inviting some hard criti
cism. But after playing with the trio in
this pack—SideWinder, Xenon and Blastabail—I concede that the label is appro priate. The three games in The Aioesome Arcade Action Pack, Volume 1 would have
been hits even if sold separately. They are all excellent arcade offerings in every as pect, combining action, challenge, graph ics and sound effects.
SideWinder SideWinde^s fast action, beautiful graphics and challenge are as good as
those on any game which has ever traced the screen in a quarter-eating arcade ma chine or anywhere else for that matter.
The scenario is simple and classic—you must take on a massive enemy force sin gle-handedly. As you attempt to penetrate the enemy's fortress flying your lone fight er craft, you encounter a horde of enemy
.S'ldcWinrfer removed from the screen it is replaced with a realistic, damaged image. If you are really good, or just suicidal, SideWinder offers five different levels of competition, starting with Beginner and progressively getting more difficult until you get to Master level. At the Master lev el, my chances of surviving the alien star
craft are about as good as a flea's sitting on a hot coal. I'm much more successful at the Beginner level, but because there are five different degrees of difficulty, Side Winder will remain a challenge for a long time.
Xenon Of the three games, Xenon is the most complicated—to survive here you need not only quick reflexes, but also informa tion about the enemy you encounter. At first glance it appears to be a simple fly, shoot and dodge exercise, but approaching the game with that attitude will end your career as a fighter pilot almost instantly. When the game begins you are on a mis
sion to rescue a downed companion. To
crafts, missiles, obstacles, gun placements
save him you must battle your way through enemy territory in your convert
and assorted dangers. As you progress
ible fighter daft (you can toggle between
from one level to another, the enemy de
ground and air action). Before you finish,
fenses grow more aggressive, difficult and dangerous. The only help you will receive
you'll have to identify and defeat over 20 different types of alien defenses. Some are stationary, some fly, and others are ground based. The trick is to identify the enemy quickly and properly convert your craft (from air to ground or vice versa! to match the threat. Once that is done, you must still out^maneuver and out-shoot
on your mission is an occasional power
pack which reinforces your craft. The first is rapid-fire capability and the last is the ability to hover, rather than being con
stantly projected forward. What I found so appealing about Side
Winder are its excellent graphics and smooth movement. The well-defined fight er craft responds accurately to joystick pressure (e.g., when you signal it to bank right, it rolls to the right). Bui all of the game's graphics are real killers. The fight er casts a shadow as it moves over enemy territory; attacking forces are all realisti cally defined; explosions look (and sound)
like destructive blasts; and when an en emy emplacement is hit, instead of being 28
JULY 1989
could finish a mission with a more power ful craft than the one with which he began.
BlastabaU
Of the three, this is my least favorite. Btastaball is a sort of futuristic game of hockey where the players use spacecrafts
instead of skates and laser cannons in stead of hockey sticks. The idea is to ma neuver the puck across the end line of your opponent's field (for one point) or into his or her goal box (for two points). Adding some strategy to the game, each player is allowed to select the particular craft he or she wants to pilot from a list of ten. Each has different attributes (con trols, power, armament, etc.), so making a wise decision will seriously affect your
performance in a game. You can compete against either another human or a com
puter-controlled opponent. To move the puck you either collide with it or blast it with your cannon. The only reason I have not become an ardent Blaslaball fan is that I've found the computer unbeatable. Once I've let the computer's craft move the puck past me, I've found it nearly impossible to regain control before the it goes sliding across my goal line. I hate losing, and when I play
the computer I experience that repeatedly. On the other hand, playing Blasiabal!
against another flawed human, like my self, can really be fun.
The craft responds much like a space
sound. For instance, if you mistake a lowflying opponent as a ground unit and con vert your craft to ground controls, you have turned yourself into a sitting duck. On the other hand, if you try to match a
ship—you rotate the nose of the craft in the direction you want to move and then apply thrust, fIb change directions you must rotate and apply thrust again (for you old-timers, the crafts here are con trolled exactly like those in the old 64 Omega Race game). The computer doesn't have any trouble mastering these con trols, but I had to spend a lot of practice time with the game before they became second nature. That's why I find humans more fun to play—they make mistakes
ground-based enemy from the air, the
too.
same deadly results are almost as certain. Because Xenon combines great graph ics (including digitized and animated im ages of Captain Xod), three-dimensional
In the heat of competition, trying to keep track of where your opponent is. ma neuver your craft and at the same time
them. All this is not as easy as it may
Continued on page 70
AMIGA SOFTWARE REVIEWS
Reviewed by Jeffery Scott Hall
Robbeary Computer: Amiga Publisher:
Price:
Anco Software P.O. Box 292 Burgettstown, PA 15021
$24.95
jyobbeary, from Anco Software, puts
X».you in the middle of the greatest
heist in history. Bertie Bear is one of the
greatest criminals of our time, and his specialty just happens to be (surprise!) robbery. You assume his role as you enter
Bertie has made some enemies during his career, and all of them have gathered together for the final confrontation with him at the department store.
However, I don't feel these minor com plaints detract from the overall game play. Anco included a top-eight score table for those who manage to escape with
enough stolen goods to qualify. The graph ics and sound effects are very good, and the game play is both fast and complex due to its 24 different levels of play. H
Bertie's Secret Hints
• Never jump more than one beam at a time, for if you do it will result in your death. When it is impossible to jump, wait
avoidable while others will be super fast causing the most masterful arcade player to panic.
which will give you a platform which you can use to climb either up or down.
Robbing the Store
• Keep an eye on the timer; if you have fewer than 30 seconds left don't worry
tated creatures than you can count.
sible, while avoiding contact with any
will have several seconds before the en
Knowing that you will go down in history
creatures guarding the store. If captured by the enemy you will die immediately. If
one of the largest and most valuable de partment stores ever to be constructed. However, since robberies almost always
occur at night, you will be faced with the greatest challenge of your life. The store you are about to rob has the most fright ening security guards ever seen by man or
bear, because this store contains more mu
as the most famous non-violent criminal ever with the success of this robbery, you decide to enter the building. Once game play has started, you will al ways find Bertie Bear located in the cen ter of the screen with a generous supply of five extra lives. At the top of the screen you will notice three displays; these show your current score, the highest score and
the level you are playing. Also, at the bot tom center of the screen you will find a timer which is set for a certain amount of time according to the level you're on. If this timer runs out before you complete that level, it will result in instant death.
Controlling Bertie Bear is done by mov ing the joystick in the direction you wish
to move, and pressing the fire button will
cause Mm to leap up in the air. This makes the game more difficult because you will have to think carefully about each move before actually making it.
Bertie Bear's Unpopularity
Bertie Bear has made some enemies
during his career to say the least, and all of them have gathered together for the fi nal confrontation with him at the depart ment store. Bertie's enemies are unique in
appearance and intelligence, getting smarter as you progress through the game. The enemies you will encounter range from large animals to mutated creatures bent on stopping your quest. De
pending upon the level you are in, some of the creatures will be very slow and easily
The goal of Robbeary is to make it past all 24 floors (or levels) in the department store collecting as many valuables as pos
you have an extra life, you will start over at the beginning of the current level. Each of the floors have beams which you can walk across and jump up or down provid
for one of the bonus objects to appear
about any bonus objects—go only for the valuables. • Whenever you start a new level, you emy appears. You can take advantage of this by going to what you think are the difficult spots on the floor and collecting the valuables before the creatures appear.
ing it is not too far from your location. You
will also find ladders on each floor which will allow you to climb greater distances than you can jump giving you access to
the entire floor. However, (his will be a lot more difficult than it sounds due to the en emies in constant pursuit.
In order to help give you a better chance at completing your robbery, you will find
bonus objects throughout the floor. These objects are too numerous to mention here, but a few of them include candlesticks
which turn the guards into precious dia monds, a stop watch that freezes time, and a cross that makes our friend Bertie invin
cible. Many others are encountered only on certain levels, while some appear al most constantly.
Summary
1 have only two minor complaints with
Robbeary. First, the screen display is just
fine where graphics are concerned, but the text is a different story. The game was ob viously designed to be played only on PAL monitors which have a wider display hori
zontally. This means that some of the text isn't fully visible at all times. My other complaint: In a game as fast paced as this, one definitely needs to be able to pause the action for a well-deserved break.
Next Month in Commodore Magazine All about Epyx Ten years old already. From Temple of Apshai lo The Games: Summer Edition, Epyx has grown up quickly. Read all about the company, the people and the products that are Epyx. And whors this about a sequel lo California Games?
Sound Investments Considering using your Amiga tor music? Then this is a feature you doni want to miss. Included are the ins and outs ot MIDI recording, some short sottwore reviews onfl advice Irom recording musicians.
Best of Amiga Public Domain Each month we publish an Amiga public domain column, and once each year we
select the best ol what we've reviewed. Find out what the year's best public domain software is in categories from animation to telecommunication. Available on newsstands
July 20, 1989 COMMODORE MAGAZINE
29
AMIGA SOFTWARE REVIEWS"
Reviewed by Russ Ceccola
Cosmic Relief Computer: Amiga* Publisher:
Datasoft
Price:
Chatsworth, CA 91311 $34.95
19808 NonlhofT Place
Arcade adventure games have got to be one of my most favorite types of games. They are challenging and fun and fill up an hour or two when you're looking for something to do. 1 always like getting new arcade adventure games in the
mail—especially when they're for the Amiga. When that's true, then I am also in for some incredible graphics. Such was the case with Cosmic Relief: Professor Renegade to the Rescue,
Datasoft always put out consistently good programs, but none has been as good recently as Cosmic Relief. This game has
all of the elements that 1 look for in a great game and then some. If the great graphics and game play aren't enough,
the wacky characters and plot will blow you away.
Cosmic Relief has what I guess you'd
call a typical "B" movie plot. In the game, you choose one of five international char acters as your computer counterpart. It seems that an asteroid the size of Louisi ana is heading straight for Earth. Over 40 years ago, a certain eccentric Professor Renegade warned the people of Earth that such an asteroid would be coming. Of course, nobody listened to the good Profes sor, his attempts to warn humanity were unheeded. After his ideas for saving the world
were rejected, Professor Renegade became a recluse, went far away and hid himself. Now that all the important people of the
world can see the asteroid coming straight at the planet, they are desperate for the professor's help. Unfortunately, nobody knows where the old man has gone. You must travel through dangerous wilder
ness to find the professor and enlist his aid in saving the world. He is the only one ca pable of saving the planet, and his every
desire must be met if your mission is to be a success.
Professor Renegade's greatest asset is his ability to invent and build things. In addition to finding the professor, you must
also pick up items along your journey that he will use in building a working anti-as teroid deflector. This dual goal makes the game more fun, as well as more frustrat ing. 30
JULY 1989
The bulk of your efforts in
Cosmic Relief vi\\\ be spent trying to stay alive, exploring the game world and finding the use for and collecting all of the objects.
You can't tell what a lot of the objects along the way are, but if you collect every thing you find, you can't go wrong. As you walk along, you pick up any object you move over or touch. You would think that after a while, you'd have too many things in your inventory. This is not true. There are "bearers" to the right of your charac ter who each hold a different item. Be cause you can only carry and/or use one object at a time, you must let the bearers carry the rest The way you do this is by swapping objects with the bearers. As you pick up an object, it appears in a window above a copy of your character at
the bottom of the screen. To the right of this window is another window that has three bearers (who look like restless na tives from the Congo region) visible in it. Above each bearer is room for an object. If the bearer right next to the copy of your
character has no object, the one you are carrying switches to the spot abovo the bearer when you hit the "S" key. In addi tion, you can scroll bearers to the left and right with the "1" and "2" keys. By scroll ing to an empty bearer and pressing the "S" key, you can store your objects away for later use. This is a very effective way of keeping track of objects that you find, since there are so many.
Cosmic Relief is so chock full of objects that you don't know what to do with them all. r(b help you in figuring out what to do with such things as a flute or a vacuum
cleaner, the game includes an option called "thinking." By pressing the "T" key, you are sometimes given hints in the game. These hints are in the form of ob jects that appear above your head while you are thinking. When this happens the game is telling you that you need this ob ject to get past whatever obstacle is on that screen. For example, on the screen
with rock snakes, if you hit "T," the char acter scratches his head, and a flute ap pears above it. If you have picked up the flute already, obtain it from the bearer who has it by swapping, and you can charm the snakes with the flute. As an other hint, you use the vacuum cleaner on one ground screen only to fly up to the clouds. By thinking, you can get help in a lot of different situations. However, it is important to note that thinking does not always work—you might actually have to use your brain sometimes. In this adventure game, you must as
sume the role of one of five "adventurers." Each adventurer is from a different coun try. These countries are (by chance ?) the countries with the biggest sales in com puter games. You can choose any country
representative you want. Your choices are Fortisque-Smythe from England, Big John Caine from America, Herr Krusche from Germany, Wu Pong from Japan and
Henri Beaucoup from France. Each char
acter is distinctive on the screen and each has his own facial expressions, etc. You may wonder what separates one character from another. Each character has a special "key" item that he must be carrying to finish the game. None of these key items are needed to build the anti-as teroid deflector device. Instead, the key
item for each player is just one of the ob jects that is used to get farther in game.
Each adventurer has his own key item. These items are related to the nationality of the character and will seem fairly obvi
ous, especially after you read the descrip tions of the adventurers in the game man ual—-each character's key item is men
tioned in his description. You must read carefully and think clearly.
The bulk of your efforts in Cosmic Relief Continued on page 88
AMIGA SOFTWARE REVIEWS'
Reviewed by John Ryan
Heroes of the Lance Computer: Amiga* Publisher: Strategic Simulations, inc. 1Mb' N. Rengstorff Avenue
Price:
Mountain View, CA SMQ43 $39.95
It's been three hundred years since the tremendous cataclysm that fell upon the great nation called Krynn—a disaster brought down upon the land by angry gods. The Queen of Darkness, seeing an
opportunity to spread her evil wings over
the land, compelled mighty dragons to do battle on the side of darkness. Her plan
was rather simple: Control Krynn, and entry into the free world would be assured. The land's only hope of resisting her great
power lies on the heads and swords of a small band of warriors—the Companions
of the Lance—not yet heroes, for that hon or is yet to come. If these adventurous warriors can recov
er the Disks of Mishakal from the Xak Tsaroth ruins, faith in the old gods may be restored and the queen held in abeyance. There's only one small problem: The disks
changed prior to play, so it is a good idea to pay close attention to the statistics of
time.
each player. Get to know them. Only by using each character's unique abilities
The animation, for both on-screen char acters and the background, is simply mar
can you succeed in this game. Likewise,
velous. Player movement is very fluid and lifelike; your alter egos walk, run and leap as you patrol the ruined temple. During
since the party is multi-racial in makeup {dwarves, elves and humans), some char
are guarded by an ancient and huge black dragon, a nightmare of teeth and leather. Yes, this is a problem. This is a challenge. This is Heroes of the iMiiee.
acters accomplish tasks better than oth ers, whether it is fighting a certain mon ster type, locating traps or jumping over obstacles. Using them effectively against
Heroes of the Lance has been, until now, a highly popular Advanced Dungeons & Dragons8 campaign that has existed only
most pivotal aspect of the game.
in the minds of its players. Now, in cooper
the dilemmas thrown against you is the
As the game begins, you are presented with a quick overview of each player, com
leader, only one character will appear at a
exploration, crumpled buildings, shrines and ominous doorways and corridors scroll "behind" the party, imparting a three-di mensional feel. Even though you can en ter many of the buildings and crossroads, some entrances and portals are hard to spot. For this reason, among others, a small compass at the Iwttom of the screen
plete with a concise character back
will activate whenever a new path can be taken, highlighting the directions in which the party can travel. Not all of the
struggle against almost, insurmountable
ground. Much of this information is also presented in the 25-page manual, so you can quickly bypass the opening screens
background graphics are there for window
odds. Within Krynn's ancient ruins are Draconian hordes and a host of other nas
(which include very nice high-resolution
dressing, either. Along your path are
portrayals of each character).
ation with TSR, Strategic Simulations has translated this mythical saga into com puter format, where heroes and heroines
ties, all intent on keeping you and your companions from reaching the mystical disks. Of course, finding the location of
the talisman may be far easier than actu ally taking possession of it. You'll find the disk's guardian, Khisanth the ancient dragon, a nightmare rendered from your most hellish dreams. (I'll give a hint right up front: You can't outrun him!) Heroes of the Lance comes complete with a pre-built party of adventurers.
This is a graphic adventure. While that may not sound so special to some, keep in mind that I'm talking about an Amiga
graphic adventure, with all the speed, col or and detail that you would expect from top-of-the-line Amiga software. The screen is divided into two main sections: the graphics screen, where ail the action takes place, and a character icon area,
where each of your party's players is rep resented. During play, the graphics screen
Each of the eight characters has different
smoothly scrolls left or right, depending
levels of ability in areas such as strength, wisdom, dexterity and charisma, to name a few; and these attributes cannot be
on the direction a character is moving.
Since the entire party is represented on screen by whomever you select as party
weapons, magical shields, potions, scrolls, gems and a host of other goodies that can be collected by the paity leader. Surviving long enough to complete your
quest will lake a combination of heroics, resource conservation and luck. There is an endless parade of monsters and other evil vermin to contend with. You can, however, survive most confrontations if you take your time and think! As a mon ster attacks, it must walk (or run) onto the screen to reach you. This gives you time to use ranged weapons such as spears, throwing axes, arrows or magical attacks while the beast is still out of sword's reach. Once the attacker gets within a few feet of COMMODORE MAGAZINE
31
Software Reviews/Heroes of the Lanceyour main character, however, ranged weapons will become useless, and you'll have to resort to hand-to-hand combat. This is where a character's physical characteristics and handicaps come into
play. A Dwarf, for example, is a superb
dally too long without taking action, your
fallen comrade will be lost forever, his icon replaced with that of a dreary gravestone.
Resurrected players return with minimal hit points and require substantial first aid to regain their strength.
Spells can be cast by the priestess or the
match against other Dwarves—and his
mage. Each spell costs certain amount of
throwing axe is positively devastating-— but you will probably not want to match
spell points to cast. Once these spell points are used, no more will be granted during the game. Conservative and thoughtful casting is definitely the order of the day. Thankfully, there are numerous scrolls and ]»tions scattered throughout the tem ple to ease the workload of the spellcas ters. Spells are used much like ranged weapons during combat. Once a spell is selected, it is considered the "ready" spell until the next time a new spell is chosen.
him up against a dragon. Conversely,
your tall, statuesque fighter can make short work of a mercenary, but those slip pery little Dwarves will fairly dance around his feet! As you enter battle, you
can interrupt the sequence to select a new
leader if the current leader is unaccepta ble for the situation. Pressing any key will bring up a menu that contains options to cast spells, trade or drop items, rearrange the marching order of your members or pick up items, among other things. (This menu can be called at any point during the game.) There is an important point to address here, for only the first four charac ters in the marching order are considered
in combat. So while only a single charac
The creatures and traps found in this game demand respect, caution and atten tion to detail. The various beasts includemen, Draconians, giants spiders, trolls, specters, gully dwarves, hatch ling drag ons and wraiths. All are superbly animat
ed, all are deadly, and all require a difler-
ter is presented on screen, the other three characters behind the leader can take
ent approach during combat. Traps, on the other hand, can be discovered beforehand by wary travelers, though, more often
damage during the course of battle. More
than not, it is the clumsy foot or inatten
over, priest and mage spells can be cast
tive grasp that discovers the effects of rock slides, falling columns and tripwires. If you're quick, your character may be able
only if the spellcasters occupy one of the
first four party slots—critical if you need to cast a quick healing spell in the midst of battle. Once a leader is selected for the battle, ranged weapons can be loosed at the at
Helpful Hints
tacking monster. Projectiles can be aimed
• Learn when to duck! Smaller charac ters can easily duck blows and magical as
high, mid-level or low, selected according to the size of the target. This also applies in hand-to-hand combat. Blows can be
where you won't be harassed. This will
placed to an attacker's head, mid section or—well—lower than the mid section. As each blow lands, crisp, digitized battle cries, groans, grunts and the harsh clang of sword against sword sounds as the struggle proceeds. If the fight is success
ful, your adversaries will dissolve into so much dust.
Of course, it may go the other way as well. Near each character's icon is a small thennometer-type bar that represents the relative health of the player. As an adven
turer is hit, this bar will begin to slide down and will turn red if the wounds be come critical. If the player falls in battle,
the next character in the marching order will move forward and take the fallen war rior's place.
Characters killed in combat can be res urrected by the priestess only if the party
does not leave the area where death oc curred. If you depart the battle area, or 32
JULY 1989
saults, but it takes practice. Try the duck ing maneuver outside of the temple,
to leap swiftly out of harm's way. If you're not—well, have your priestess ready. I have never played a game so engross ing. From its digitized sound to the won
derful graphics and animation, it is hard to focus on any shortcoming the game might have. Even its documentation, usu ally a program's weak link, is written in a chatty, informative style, with everything you'll need to play effectively. I found only one small irritation with this program, really—just an irksome detail, but impor tant. The Amiga is a wonderful machine, with capabilities unheard of until now, but about as flexible as a steel girder with only one disk drive. So why, SSI, can't the program detect a second disk drive when
it asks for this game's "b" disk? Come on, fellas. An Amiga program that can't de tect a second disk drive? I don't know why, but it severely tested my patience when I plopped the disk into dfl: and still had the disk requester staring me in the face!
This small quirk aside, Heroes of the Lance has definitely set a new standard for others in the industry to follow. Wheth er you are a conventional role-player or an arcade buff, you'll find a little of every thing here. Like those who may have achieved the status of Heroes of the Lance, I eagerly await a sequel. a *Also available for the Commodore 64.
strongest character can take at least one
dose of dragon's breath). The dragon will actually back away from you and, if you stay within arm's reach of the dragon, it won't breath on you—though he will claw and bite if you get too close. You can van
save you a lot of hit points. • Don't heal a character every time he
quish the dragon by hitting it on the hind
or she loses hit points. Spell points are
• Don't waste your arrows; there's a limited supply and they come in handy at long range. Use arrows on men and gar goyles—don't waste them on hakhling
• Wateh out for Bozak Draconians (I call them gargoyles). Their magical at tacks can be devastating if you haven't learned to duck. Use a Web or Charm spell to immobilize it, then move in for the kill. Be careful, though: Even at the point of death, these bad guys can unleash a po tent missile, so quickly get behind the Draconian after it begins to crumble! • Your mage floats whenever you at tempt to jump him over obstacles. There's a wide canyon on the second level in
dragons—they'll be useless.
which only he can negotiate. I lost several
• Speaking of hatchling dragons, there's only one sure-fire way to kill them. First and foremost, don't waste precious
warriors discovering this tidbit.
precious and you won't get anymore (which will give you absolutely no hope of defeating the dragon). When a character is severely injured, move him to the back of the party for safe-keeping until potions can be acquired or a place of healing
found.
spell points by casting several short-last ing dragon protection spells. Cast one pro tection spell then run directly at the drag on (yes, I know it sounds crazy, but your
quarters area.
• Save your game often, especially be fore attempting anytiling hazardous (which could be every other screen). Los ing just one important player can leave
your party crippled. Lose your priestess and it's all over.
AMIGA SOFTWARE REVIEWS"
Reviewed by Gary V. Fields
DeluxePrint II
The program is customized for seven
different printing projects: signs, labels,
Computer Amiga
Publisher:
Electronic Arts 1820 Gateway Drive
Price:
$79.95
banners, letterheads, calendars, greeting cards and four-tile signs. Ail are easily created, and most people will find a use for
San Mateo, CA 94404
many if not all of them. Students will find Icon j
DetuxePrintH is the update of the pre mier Amiga publishing program.
Although it is not a desktop publishing package in the traditional sense, it does put an affordable, yet substantial publish ing machine within every user's reach. DeluxePrint II makes it easy for anyone to design and print anything from personal
ized calendars and address labels to busi ness letterheads and four-sided greeting cards. The program is so simple to use that
anyone familiar with the point-and-select
Flexible editing options let you paste, move, delete, size, flip, edit, load and save specific elements which make up your design. Flexible editing options let you paste, move, delete, size, flip, edit, load and save
interface common to most Amiga software can have DeluxePrint II up and printing
specific elements which make up your de
without ever opening the manual. The main screen of each project displays simi lar options: palette, menu bar, corner sam ple, editing options and the main display area. Thus, switching from one print pro ject to another doesn't require you to learn new commands. And because the display area accurately duplicates the project as it
drawing (called an icon by DeluxePrint II! and edit it with the program's full-fea
will print (including shape, color and loca tion of text and graphics! all the mystery is removed. The resolution of a monitor
other graphics or text
screen differs from the resolution a printer can produce, so in most cases the final printout will be better than that shown on
the screen. But what you see on the screen is very close to what you will see on paper. I was happy to see that DeluxePrint II in
cludes a preview option which lets you view a highly-magnified version of the de sign. Electronic Arts didn't forget that color
printers are becoming affordable and pop ular either. The program supports an im pressive 32-color palette. Thus color print er owners can print professional full-color projects which will rival those produced in commercial print shops.
The program's pull-down menu bar lets you select which design type you want to create: signs (single and four-tile), labels,
banners, letterheads, calendars and greet ing cards. The lower-left window displays
what is called a "corner sample." This use ful feature constantly shows the size and
font you are currently using for text or the graphics available for editing or pasting.
sign. For instance you can load an IFF
tured graphic editor and then turn it into
a border element to surround a project. Or you could resize, change its color and paste as many copies as you needed any
where you wish, without having to reload it. And you can paste it over or around One the things I like about DeluxePrint II is that each object used to create a de sign remains a separate element even after it is pasted in place. For instance, If I want to pick up a piece of text or an icon
and move or discard it, that action does not affect any other elements in the de sign, even those it may be touching. This means you don't have to worry about de stroying finished layers of your design
while testing elements in different loca tions. This is possible because each ele ment of a design is responsive to only one of the four independent editing modes: icon, border, text and background. To change modes, you simply click on the
word and presto, every option you need is activated. I like this division of editing be cause it lets me concentrate on the task at hand. If I want to edit text, I select text
and don't have to worry about accidental ly altering the other elements. Anyone who has been frustrated by how easy it is
to inadvertently select or alter the wrong element while using a traditional desktop publishing program will applaud DeluxePrint IFs solution.
signs and banners useful in school, while
business people will like the ability to cre ate business cards, personalized calendars and letterheads. And if you've ever wasted
a full lunch hour futilely searching for the
perfect store-bought greeting card for a special occasion, you can now create ones which reflect your exact sentiment. I think users of the original DeluxePrint will be pleased with the improvements in corporated in this update, and new users will be happy with the program's power ful, yet uncomplicated interface. This up
date suppoits only IFF files—a welcome standardization of filing formats.
Unfortunately, because the original ver
sion supported its own unique format as
well as IFF, and the clip art which came
with the original DeluxePrint was stoiied in the non-IFF standard, you cannot use it with DeluxePrint II. The only way I have been able to access them with this update was to load them into the older program, and save them as IFF files—a slow and boring task. The people at Electronic Arts recognize that incompatibility between the older
and newer programs may frustrate some owners of the older program; they will be
releasing similar clip art disks soon. It is ironic that the company which cham pioned the adoption of IFF as the filing standard when the Amiga was first re leased would get caught in a non-standard conflict. What's important, however, is
that DeluxePrint II now conforms to the IFF standard, and we hope to have seen the last of non-standard formats. DeluxePrint IFs manual is easy to un derstand and comes with a tutorial for cre ating each of the seven projects. It in
cludes a healthy reference section and
both an index and table of contents, so there is no time wasted hunting for the ex act information you need. Thankfully, it is splattered with graphics displaying exact ly what is referenced in the text. Neither the program disk nor extra art disk are copy protected, and both can be installed
on a hard drive.
As good as DeluxePrint II is, it is not perfect. While bringing the new program Continued on page 87 COMMODORE MAGAZINE
33
AMIGA SOFTWARE REVJEWS
Reviewed by Steve King
MovieSetter Computer: Amiga Publisher: Gold Disk 2171 Dunwin Drive, #13 Mississauga, Ontario, L5L1X2
Canada Price:
$99.95
For those of you whose creative bent leans towards animation, MovieSetter by Gold Disk is the perfect tool to get you
started. Billed as a WYSIWYG ("What You See Is What You Get") animation and video program, MovieSetter makes it ex traordinarily easy to create your own car toons, complete with digitized sounds and moving backgrounds, that "project" at an amazing sixty frames per second. MovieSetter takes the traditional ani mation approach of displaying a sequence
of "frames." Each frame is a little different than the previous one; so when you play, or flip, the frames at a high rate of speed, you create a sensation of motion. A Movie
Setter production is comprised of several elements. First, you need a background against which your objects will move. Sec ond, you must add the objects that will be moving and specify the movement path.
Finally, you add your sound effects at the appropriate places. Tb begin your first production, load in a background (or a blank screen can be used if you wish). This can be any IFF format graphic up to 352 X 240 containing no more than 32 colors. This background im mediately appears as the first frame. For example, to create a simple animation of a man walking down a street from left to right, you would load a picture of a street scene for the background. Each object that
moves down the street is created on a sep arate track which consists of a number of frames where the image of the man is placed further to the right as the frame number increases. You don't have to wor
ry about copying the background each time you create a new frame; the program
does that for you automatically. There are several ways to move the im
age (which has been attached to your mouse pointer when you selected it) across
the screen. The first is by moving the mouse pointer and clicking the button wherever you want that object to appear. This stamps the image onto the back ground. The second way is to select the 34
JULY 19B9
Editing tracks is a breeze; all
you have to do is advance the production to the desired frame, click on the face you
motion. This scrolling requires a bit of care in constructing your background, as both the left and right edges of the back ground picture must match up to produce a smooth, continuous image. Another option is adding sound effects.
At any frame you can specify that a digi tized sound be played. MovieSetter is ex
tremely flexible in this area; once you load
want to edit, and make the
a standard IFF 8SVX sound from disk, you can change its pitch and volume,
change.
use, and even create a stereo panning ef
menu item "Guides." Then just draw a
line or ellipse with your mouse, specify the speed and acceleration of the object, and indicate the number of frames it will take for your object to move the distance. Mo vieSetter does the rest.
Up to this point, you have probably imagined the moving object as static and
inanimate—like a brush you have grabbed in a paint program. Here is where MovieSetter sets itself apart; the object is really a series of brushes called "faces," each depicting a slightly different view of the actual object. For example, there may be six different pictures of the man we are using with his legs in different positions. The entire collection of these faces is
called a "set." If you were to view these faces rapidly, you would see the man walking in place. So every time a new frame is displayed the object not only
moves across the screen, but the face itself also automatically advances to the next face in the set. And when you reach the sixth face, the next frame automatically displays the first one again. This creates the illusion of animated movement.
Once you have finished plotting the movement of your first set, you have sev eral options. You can create more tracks
by rewinding the production back to the beginning using controls similar to those
on a VCR. You can then place either the same or different objects on the back
ground. A nice feature lets you easily specify which objects will pass in front of the others.
One of the unique features, is being able to continuously scroll the background
specify which of the four internal voices to fect. At any point you can also choose to
cycle a specified range of colors, change palettes, or modify the frame display rate
(to either speed up or slow down the ani mation).
Editing tracks is a breeze; all you have
to do is advance the production to the de sired frame, click on the face you want to
edit, and make the change. Using the icons in the edit window, you can even cut, copy and paste tracks. If you want to
change background pictures, you choose from six types of transitional wipes. A spe
cial window titled "Storyboard" provides some unique editing capabilities—it is es sentially a pictorial database of your pro duction. When this window is active, you can search your production for all frames in which a specified event occurs (e.g., a background change or sound event).
When you have finished your produc tion, you can save it to disk in several ways. Normally, all that is saved is a small file which describes the production you created. The playback function actu
ally reads that file and re-assembles the production. By choosing the Embedded
Save option, that script file as well as all of the sounds, backgrounds and sets are
saved on a disk. While this takes up a great deal of space, it is required if you in
tend to distribute your production. Final ly, there is also an option to separately save all of the components of a production
previously loaded from disk as an "embed ded saved" file.
Perhaps the most difficult part of any program of this type is the actual creation of the animated characters which in all honesty requires a high level of artistic
ing to the right, the street moves in the
ability. While MovieSetter can't impart this skill in you, it does contain a graphics editor which facilitates the creation of sets. This window looks quite similar to several popular paint programs. On the
opposite direction, giving the illusion of
Continued on page 89
both horizontally or vertically. In our ex
ample, specifying a horizontal scroll with a negative velocity moves the background from right to left. While our man is walk
SOFTWARE SHORTS"
by Russ Ceccola
A New Beginning
tered everywhere—a result of the crea tures' attacks. Project Firestart is "filmed" like a movie too. I thought this was neat.
There are close-ups, pans, fades, etc.
OK, folks, before we get down to busi
The manua! contains a map of the ship that is tough to figure out—my only com
ness, I better explain about this col
plaint about the game. The interface is
umn.
What is the purpose of this column? you might ask. It's real simple. 'Ib make you
aware of the duds and the successes in the software world for the Commodore 64,
Commodore 128 and Commodore Amiga series home computers. Who am I to judge? you might also ask. Wei!, I've been writing for Commodore
Magazine for almost three years and have been involved with software and comput ers since I was knee-high to a Space In
vaders machine. Anyway, in simple lan guage, I will try to assign a fair rating to as much new entertainment software as there is space for every month.
The software I'll be previewing will
have been released just before the dead line for the magazine. There is a threemonth lead time for the publication, so software highlighted in this month's col umn was actually released in March. Fve assigned a star rating to each pro gram:
* = poor
** ■ fair/average *** = good **** =s very good
***** = excellent
You won't see too many five-star ratings— simply because it's tough to make a pro
gram that is great all-around. The price mentioned is the suggested retail price. Any special memory requirements for Amiga products will be mentioned, but I'm assuming 512K and Kickstart 1.2 or greater. Let's get to some software.
By the way, feel free to write to me at: Russ Ceccola
c/o Commodore Magazine 1200 Wilson Drive West Chester, PA 19380 Mind-Roll***1/* Epyx, Inc.
600 Galveston Drive Redwood City, CA 94063
Commodore 64: $29.95/Amiga: $29.95 I'm starting to get really sick of these bouncing ball programs, but the problem
is that they just get better. Mind-Roll is one of those games in which you bounce a
ball along platforms suspended in the air
easy to use, and the graphics are excel Wntl-K'Jl
to try to get to the end of the course. It is also the best program of this type that I've
seen released so far. You roll the ball by pushing the joystick in any direction, and you jump by hitting the fire button. There are a lot of different objects on the tiled squares that make up the planes, from energizers and time boosters to lifts and teleports. In any case, Mind-Roll is fast and furious. There is no time for mistakes. An added feature that makes MindRoll more interesting is that you can
choose the order in which you visit the ten planes on a Designer screen. I went in nu
merical order because the higher-num bered planes are more difficult, but you have the option to do what you want. Also,
each plane has its own personality based on the type of tiles prevalent and the "theme" of the plane. The graphics are very good on both versions, and the
sounds reflect the happenings of the game. The only thing that is missing is a construction set option, so I can set up my own courses. Maybe next time... Project Firestart **** Electronic Arts 1820 Gateway Drive San Mateo, CA 94404
Commodore 64: $29.95 As soon as 1 saw the press release head line "Project Firestart Combines Science Fiction With Horror Movie Effects"—I knew I was in for a treat. Boy, was I right!
Project Firestart is a two-disk game in which you must find out what happened to the Prometheus, a research ship that is orbiting Titan, a moon of Saturn. The sci entists on board were experimenting with genetics, and something went wrong. All kinds of flesh-hungry creatures are stalk
ing the research ship now. You must search the ship and solve the mystery be fore a certain amount of time passes.
This adventure game is a lot like the hit movie Aliens. You have to go through the ship to find the answers to the questions and save a beautiful girl. Blood is splat-
lent. Another neat feature of'Project Fires tart is the music. It increases in tension as
you get further in the game. The sound ef
fects are great, too. If you put all of these elements together, you'll find that the package is worth the price of admission. Just don't turn your back to the creatures! Goldltunncr II ***'/;■ Microdeal 576 S. Telegraph
Pontiac, MI 48053 Amiga: $39.95 This shoot-'em-up is the sequel to the popular game GoldRunner in which you destroyed the pirates on the Ring Worlds ofTriton. It seems they've returned to try to take over the Ring Worlds once again.
They are capturing your defense robots and reducing your ability to protect your fellow citizens. You have to fly the GoldRunner II fighter craft and shoot down all of the pirates that are taking the robots. You move from platform to platform, (platform = level in the game) collecting the robots and placing them in the moth-
ership after all are brought together. The neat thing about GoldRunner II is that the enemy ships' fire doesn't hurt you—it bounces you closer to certain buildings that will destroy you. I like the vertical scrolling and the quick game play.
You have smart bombs to help you, and there is a tutorial that comes with the game.
The graphics and the game play are the strong points of this game. It takes a while
to get used to the controls and what you
can and can't run into on the platform. That's my only complaint—you can't just pop in the game without reading the man ual and expect to get very far. Still, I have found GoldRunner II to be a very enjoy
able arcade game. It's a real challenge to get those robots back from the pirates.
The landscape is colorful and detailed and the sounds in the game phenomenal, so turn off the lights and turn up the vol ume. There are all kinds of enemy ships to fight, so start remembering them from the first time you see them. COMMODORE MAGAZINE
35
Street Sports Football
Software Shorts/A New Beginning school and are ready to take on the world. Galactic Conqueror **** Titus 20432 Corsico Street Chatsworth, CA 91311 Amiga: $44.95
Titus' games get better with each re lease. Galactic Coiujueror is no exception. All of the other Titus games required joy
stick skill and some aiming expertise. Ga lactic Conqueror requires one additional
element that makes it so good—strategy. In the center of the galaxy is the planet
Gallion, the headquarters of the stellar league for the protection of mankind. Sur veillance units have noticed a small inva sion in a remote corner of the galaxy. It is your job to make sure that the invasion is stopped. You do this by choosing planets
to liberate, after which they can help you destroy the enemy. The strategy lies in the choices you make. The fighting seg ments of the game are fast and furious. As with all other Titus games, the graphics and sounds are excellent. You'll find your self speeding along in outer space shoot ing at enemy ships and trying to save dif ferent planets. The manual is well written and in cludes pictures of all the major elements in the game (ships, meteors, planets, etc.). There are also examples of sticky strate gic situations in the manual and sugges tions for possible moves you can make. There are over 416 planets for you to
Be careful, because the enemy planes
snapped, study the offensive formation
are just as well prepared as you. To really
get you ready, you will have to dogfight with other students in the Naval Fighter Weapons School. This practice is exactly what you need to survive in real combat missions. I have also found that-F-14 Tomcat is a very addictive game. 1 keep on going back to the game every now and
then when I want a challenge. The graph ics are really clear and they make you feel as if you're in the pilot's seat. The action is fast, and the manual gives you all the de tails you need to know about the plane and performing aerial maneuvers. Plus, you have Admiral Hawk from the school
chewing you out when you get too big for your britches! Time and Magik ***V-i Datasoft 19808 Nordhoff Place
That is why it was so nice to see Time and
Magik arrive in the mail. Time and Ma
plot and can be played without any knowl edge of the previous partts), even though
the same plot carries throughout all three.
Menlo Park, CA 94025
Commodore 64: $39.95 Did the movie Top Gun make you want
to be a navy pilot? Well, now is your chance to try out in the latest flight simu lation game from Activision. F-14 Tomcat is more than just a flight simulator. The game puts you in the seat of one of a num ber of planes in one of 80 randomly as
signed missions in five theaters of action: the Persian Gulf, Central America, Libya, Korea and Lebanon. The subtitle aCF-14 Tbnuiat is "The Nuval Fighter Weapons
School Simulation." Once again, the game is more than just a flight simulator or combat flight mission game. You really feel as if you have gone through this 36
JULY 1989
In "Lords of Time," you must travel through time to stop the Timelord's at tempts to alter eternity. In "Red Moon," you recover the Red Moon Crystal, the last source of magik after the destruction of the Lords of Time. Finally, in "The Price of Magik," you must recover the Red Moon Crystal from a madman in an old house who is using monsters to protect it.
There is so much to do in these games that it may take months to finish all three parts—certainly worth your money. The graphics are excellent and the parser is pretty good, so don't expect too many prob lems. The biggest factor in Time and Magik's favor (next to the great plot and many pu2zles) is the inclusion of a clue
book with the game If you put all this together, you realize that you're getting a bargain.
novice and advanced—are available in
the game. This setting applies only to the offense. Curiously, it does not affect how well the teams perform, but rather how much control each player has over his or her team.
On novice-level offense, players begin by controlling the quarterback. Fade back, keeping in mind the defeasive rush count, and allow the receivers to run their patterns. Holding the joystick in the rela
plete. Advanced-level offense allows you to se
species in the computer gaming world.
The three parts of Time and Magik are 'lords of Time," "Red Moon" and "The Price of Magik." Each has an interesting
3885 Bohannon Drive
the ball carrier into an obstacle and watch for fumbles. A sack in the end zone results in a two-point safety. Two levels of play-
transferred only alter the pass is com
the alien invasion. The Thunder Cloud H is easy to handle, and you can expect to work hard to stay alive in this ship. In any
F-14 Tomcat **** Acti vision
time, go for the interception or rush the quarterback for a sack. If you're in the wrong place, quickly switch control to the player nearest the ball. Attempt to drive
the button to pass. Joystick control is
Commodore 64: $29.95/Amiga: $39.95 Text adventures are becoming a rare
liberate in order to save the world from
in Galactic Frontier.
and try to guess how the play will unfold. If you're in the right place at the right
tive position of your chosen receiver, press
Chatsworth, CA 91311
gik is a three-part text-and-graphics ad venture that really tests your problemsolving abilities and intelligence. Each of the three parts of Time and Magik is an adventure unto itself. The only way for you to appreciate these games is to try them out yourself.
case, the strategy and action combine well
Continued from page 18
g
lect which player to control before hiking the ball. If you select quarterback, play proceeds as described above. If you choose one of the two receivers, you control that player's pass pattern. Press the fire button to signal the quarterback to pass the ball to you.
Although this is primarily a passing
game, players can also run, but with less chance for success. Quarterbacks may break the line of scrimmage, but prepare
to draw a crowd. One type of play unique to this game allows lateral passing. Dur
ing play execution, this means the quar terback can lateral the ball back to a re ceiver and run down field as an eligible re
ceiver. Likewise, runners about to be tack led can lateral back to a teammate for
extra yardage. What seems like a small detail adds extra kick to the game. The otherwise excellent instruction manual falters a bit when explaining how
to keep your play selection secret during two-player games. The manual goes into some complicated nonsense about making false joystick movements to confuse your opponent. Forget it—youll only confuse yourself. The only way possible is to have
the other player turn their head. Simple, but effective. I consider myself a diehard computer
football fanatic, and I like Street Sports Football a lot. It doesn't pretend to play by official rules, but in backyard sports, non conformity is the name of the game. Q|
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INSIDE Q-LINK-
Welcome to My World Explore the inner workings of the
Q-Link telecommunications
service with network pro Bob Baker.
by Robert W. Baker
input buffer at the bottom of your screen. This text is transmitted to everyone in the same area of PC when you press your RE
TURN key. If you make a mistake, you
more just than a "party line" or a place to meet other users. PC is also your gateway to playing interactive online games or to
attending special events in the audito rium. Plus you can create your own "rooms" for get-togethers with friends, meetings for clubs or organizations, and more. It's all just a few keystrokes away! When you first enter People Connection you usually wind up in the Lobby. This is
the central hub of People Connection, and everyone enters through this "room" be
fore selecting their final destination. Keep in mind that there may be several Lobbies that are automatically created, since each room or lobby can hold only 22 people.
You can easily determine where you are by looking at the room name displayed at the top of your screen whenever you enter a room. Occasionally, there might be an extra letter or number displayed after the word "Lobby" if you wound up in one of
the alternate lobbies when the main lobby is full. If you entered PC and expected to meet someone in the Lobby, be sure to check the room name to see where you landed. If you're in a different room, then you can use E-Mail or online messages to contact the other users and pick a new meeting
place. The best idea is to create your own room and let everyone else know where to go. The lobby is usually just too busy to have any sort of conversation with some one anyway.
Always remember that you can press
F7 anywhere in People Connection to ac cess the menu to move to various rooms, see who's in a room, identify a user, send mail, move to another area of Q-Link or
leave PC, etc. Also, you'll see a list of user names displayed at the top of your screen along with the current room name, indi cating where you are and who else is in the room with you. When you're in the Lobby, or any of the public or private rooms, whatever you type on your keyboard is entered into the 38
JULY 1989
are actually points or coupons that you can save and accumulate, or cash them in for all sorts of things. All you have to do is
can press the CLR key to erase the cur rent contents of the input buffer—but only
be in the auditorium when they pick the
before you press the RETURN key.
like going to any other room, but the sys
As you type, the text scrolls to the left in your input buffer to allow entering a
The People Connection is one of QLink's most active areas. It's much
scriptions and more. Some of the prizes
reasonable size message. If you need to, you can use the cursor left or use the HOME key to go back and edit earlier text. The INSert and DELete keys work as expected, or you can simply retype the text and overwrite the original contents. However, once you press the RETURN
key it's too late to make any changes; there's nothing you can do with the text you just entered. As I mentioned, the input buffer scrolls to allow entering longer text than can fit in the single-line input buffer. However, each line of text that's displayed in the room or lobby is typically shorter than your actual input buffer. So, the text is automatically wrapped on word breaks by the system and may in fact take up sever al lines on your screen when it's displayed. This is sometimes used to create very fan cy and interesting graphics online. In fact, there are a number of users who spend a lot of time experimenting with this to see
what they can create. If you're interested, there are several text files available on line that describe this unusual art form and how it's created.
There have been a number of new on line games added over the past months,
winner! Entering the auditorium is just
tem is slightly different once you're inside. Each auditorium event is hosted by one or more auditorium masters who control
the flow of events. You'll see the names of the auditorium masters displayed at the top of your screen instead of the names of other users in the auditorium. To find out who is in the auditorium, you'd have to leave the auditorium and use the menu options that let you see who is in a given
room. This will let you see who is in the auditorium too. Whenever you enter the auditorium
you become a spectator and can normally only participate by the "Ask a Question" function available in the Auditorium
Menu. 'lb access the menu, simply press F7 and you should see the entry for ask ing questions and more. The auditorium masters can also invite users to come "on stage" and actually participate live. When this happens, any question you enter is
automatically displayed in the audito rium instead of going into the normal question queue. There may be many people asking questions at the same time, and the audi torium masters have to process the ques tions one at a time in the order they were
entered. They have to display a question
including Boxes and others that I've men
to read it, decide to post or discard the question, and then enter their response.
tioned in past columns. These are in addi
This process may take several minutes,
tion to the original games and the Rabbit Jack Casino that are all accessed through
especially if one of the auditorium mas ters has a slow input node to the system.
People Connection. Most of the games are
So try to be patient, it might just take a
designed for two or more players, but the
little while for your question to be handled in an active auditorium event. If you have
system can help locate an opponent for you if you need one. Just about all of the games feature graphics, sound effects and even a chat mode to talk with your oppo
nent while you play. If you want to play, give it a try and don't be bashful. And if you like competition, watch for announce
ments about online game tournaments and special games with all sorts of prizes.
Speaking of prizes, don't forget that there is almost always some sort of prize given at each auditorium event. If you at tend one of these events and stick around
long enough, you might just get picked for free plus time, software, magazine sub
to leave early, you may want to check the auditorium archives when they're avail able. You may just find that your question was eventually answered.
Besides the typical question-and-answer auditorium events, there are all sorts of forums, game shows, talent nights, talk shows and more. Be sure to check your is sue of the Q-Link Update magazine or the listings of coming events posted in the on line Customer Service area. You may get a chance to talk directly with the design engineers at Commodore, some of the softConlinufd on pane 86
TECHNOLOGY-
by Howard Millman
System Crackers Indicted for Espionage Three West Germans were arrested in what may become this decade's most serious case of computer espionage. Alleg edly paid hundreds of thousands of dollars by the KGB for their information, the three men used computers and modems from their homes in Hanover, West Ger many to access U.S. military computers
worldwide. Their success threatens to un dermine the effectiveness the U.S. espio nage network. First recruited by the KGB in 1985, the crackers gained access to the United States Department of Defense Optimus
military database, a NASA database as well as computers dedicated to nuclear weapons research in Los Alamos. Report
edly, the Soviet agents also received pass words and classified materials illegally downloaded from military and commer cial databases in West Germany, France, Switzerland, Britain and Japan—all by modem from computers located in West Germany. The trio smuggled disks containing the
classified data into East Berlin. There they met with two Soviet agents who re portedly paid them $3000 per disk. Ger hard Boeden, president of West Ger many's Federal Constitutional Protection Office and Chief of Domestic Counteres pionage said that existing computer sys
tems are "not sufficiently" secured. He added, 'Tf current suspicions are con firmed, what we surely have is a new quality of espionage." Investigators in Bonn, West Germany believe there may be as many as eight other conspirators involved, more arrests and indictments are expected.
Truth Stranger Than Fiction The crackers' activities were first spot ted by an alert 30-year-old Cambridge, Massachusetts astronomer. Clifford Stoll noticed a seventy-five cent discrepancy in his online access account at Lawrence-
Berkeley Labs. 'Tf it had been $1000 off, I wouldn't have thought anything of it, it's the little problems that are the most fasci-
nating," said Stoll. Intrigued, he investi gated and discovered the illegal system
tion, details of a nonexistent database called "SDI Net." Three months later,
access.
when a suspected KGB agent contacted
Randomly, over the next four months Stoll watched what the intruder typed in.
Stoll to verify the information, the FBI
The cracker, according to Stoll, was
moved in. His adventure isn't quite over yet^-
"searching for keywords like ICBM, SDI, Norad and nuclear." initially, the FBI discounted his warn ings. Stoll then planted fictitious informa
there's obviously more to tell. Before as tronomer Stoll turns his attention back to the stars he has contracted to write a book about his experiences. H
Win, Lose or Draw
The Write Stuff 128
Continued from page 23
Continued from page 24
excitement of the TV show. In fact, having real teams around the computer with team captains who do the typing adds a
corporating nearly every imaginable type
new level of excitement. Team members yelled answers and got into the same heated frenzy as they do when plajing for valuable cash prizes on the TV show.
Captains should be chosen based on
setting effect. Also available at minimal extra charge is "BB Talker 64," a "talking" version of "BB Writer 64" featuring SAM. (Soft ware Automatic Mouth). The program comes with over 30 nursery rhymes, fa bles, songs and fairy tales. SAM. is easily
their ability to type quickly. Team play is also interesting because everyone sees the drawn object a little differently. The drawn objects are excellent, but one play er may see the result before another.
controlled through a menu system or em bedded commands, enabling you to create
It's a Win
tridge that autoboots in seconds. Alter
disk, but I am sure that this program will
the term "personal software." Most people learn to use one and then find it difficult
I have a marketing idea for Hi Tech Ex pressions. They should start producing more puzzle disks now. There are plenty of puzzles on the second side of this two-sided become so popular that more will be need
audio text previews. Finally, Busy Bee offers a Quick Brown Box version of The Write Stuff 128. This is a 64K battery-backed CMOS RAM car nate versions boot the program from disk and use the cartridge's entire memory as a non-volatile text area.
Word processors give true meaning to
ed. Additional disks would lengthen the
to switch, even when the program has out
life-span of this very worthwhile program. I predict that Win, Lose or Draw will be
invites users of all levels to explore the
popular with many age groups. I tested it with children as well as adults, with the same resounding success and approval. This game is challenging and makes a
great survival kit to perk up parties.
grown its usefulness. The Write Stuff 128 possibilities and grow together. Its open-
ended architecture and extensive user support assure long, productive relation ships,
Q
g
*Also available for the Commodore 64. COMMODORE MAGAZINE
39
PROJECTS"
by John lovine
X-10 Power Line Interface
points are interpreted as the familiar bi nary 1 and binary 0, respectively. These
for the Commodore 64
binary signals are coded to build a 22-bit control sequence command.
and 128
True Complement
The house codes and the key codes fol low a procedure of true complement,
■JJ egular readers of this column may re-
-E\jnember an appliance controller we
meaning that when a hit is transmitted it
built some time ago. The controller al
lowed one to power 120-volt standard household appliances or equipment with the user port. This controller has a few major inconveniences that didn't allow one to fully implement home power con trol. Mainly the power lines to the equip ment had to be coupled to the user port. This created the hassle of running power line wires through the computer's user port to the equipment. I don't imagine many people ran secondary power lines through their homes to control a few ap pliances. This project alleviates those problems. We will build and install an X-10 home control system. The X-10 control system uses the house wiring for both control power and signal transmission. A module connected from the computer into a wall socket forms the computer controller to
power line interface. At the other end of the system is a receiver module plugged into a wall socket that has the appli:ince
to be controlled plugged into it. The com
puter signals through the interface via the house wiring to the receiver module to turn the appliance on or off. A tremendous advantage to this system is that the receiver modules are available at a number of retail stores throughout the country. Radio Shack's Plug and Pow er and Sears' Home Control System are
both X-10-based systems packaged under different names, and both are compatible. These inexpensive modules cost approxi mately $12 each. Each receiver module can be assigned one of 256 discrete ad dress codes. This allows us to use 256 dis crete modules throughout the system.
How the X-10 System Works The X-10 is a current carrier communi
cation system. The transmitter impresses 120 kHz pulses onto the 60 Hz power line cycle that are received by the remote ap pliance modules. The controller for the transmitter—in this case the Commodore 64 or 128—codes the pulses to activate a
particular module and control function.
40
JULY 1989
As stated earlier, one X-10 system can control up to 256 discrete receiver mod ules. Pulse transmission is sent right after zero crossing on the 60 Hz power line (see drawing). Zero crossing means what its
name implies. It is when the 60 Hz sine wave that makes up the AC power line in
your home crosses the 0 volt as shown in the drawing. The 120 kHz pulse must be sent within 200 usec of zero crossing and held for one millisecond. The reason the pulses are sent right after zero crossing is that this is the quietest moment on the power line, which helps reception of the signals at the receiver modules.
The pulses and absences of pulses on the 60 Hz power line at zero crossing
X-10 Codes All X-10 code sequences begin with a 4 bit Start Code:
START CODE "1110" This is followed by a letter house code and key code. HOUSE CODES:
KEY CODES:
A
0110
1
B
1110
2
01100
11100
c
ooio
n
ooioo
D
1010
4
10100
E
0001
5
00010
F
1001
6
10010
G
0101
7
01010
H
1101
8
11010
1
0111
9
OHIO
J
1111
10
11110
K
0011
U
00110
L
1011
12
10110
M
0000
13
00000
N
1000
14
10000
O
0100
15
01000
P
1100
Hi
11000
is followed by its inverse form at the next zero crossing. So a binary 1 is followed by its inverse form binary 0 at the next cross ing. This isn't as difficult as it may appear. Let's look at the house code for A that is equal to binary 0110. Using the true com plement described we expand the binary number to 0110 1001. Our basic program does this for us, but this information is im
portant to understand how the system op erates.
Code Transmission Transmission of the code follows this procedure: 1. Start Code 2. House Code 3. Number Code (Key Code) Repeat three steps above, wait three pow er cycles, then continue.
4. Start Code 5. House Code 6. Function Code (Key Codel Repeat three steps above, wait three pow er cycles, then continue, Points to remember: the start code is transmitted as seen, there is no true com pliment with the start code. The house and key codes are true compliment. Re peat each three-step code once, wait a minimum of three power cycles between the three-step codes transmission, hi addi tion, when using the bright or dim func tions, transmit the function section only once.
Again our program handles all these conditions required by the X-10 system;
I'm going over it so that you understand how the system operates.
PL513
The PL513 power line interface module plugs into a wall socket and is connected
On
00101
All Units Off
00001
to the user port via a standard telephone line. The modular plug at the end of the telephone line plugs into the PL513 mod ule. The other end of the telephone cord
Off
00111
All Lights On
00011
that has spade lugs are soldered directly
Dim
01001
Bright
01011
FUNCTION CODES:
to the user port card connector (see sche matic). Before I soldered the wires to the
Projects/X-10 Power Line Interface* Block
60 Hz Power Cycle
U5ec
deloy
PL513 X-10 Power Line Interface
Modular
Telephone
To PL513
Cor-iputer
Plug
Parts List
PL513 Power Line Interface
$14.00
Telephone Cord Radio Shack #279-310
$12.95
Card Connector Digi-Key (As Had Last! X-10 Applianre Module
$ 4.95 $1195
X-10 Appliance Mvduks are mailable from Im ages, Ratlin Shack, Sears and a number of Mali
€
outlets.
X-10 Appliance module Radio Shack #61-2681 [mages Company
Systen
P.O. Box 313 Jamaica, NY 11418
Overview
Qntos to Images wi
card connector I cut one ear off the spade lug (see photo).
The PL513 has a zero crossing detector and a 120 kHz signal generator. This makes interfacing our computer pretty easy. The machine-language (ML) portion
of the program listens to the line and out puts a one millisecond bit at zero crossing.
The coding is handled by the basic pro gram based on your responses, before call ing the ML program.
Program
You'll notice the basic program contains
only four house codes and four code num bers for a total operation of 16 discrete
modules. I did this to keep the overall size of the program short. I don't think anyone
will need to use 256 discrete modules right off the bat.
However, with a little analysis you will see that it is very easy to add additional house codes and numbers. The program adds the true complement to the binary codes, which simplifies your involvement
to copying the additional codes from this article into the program.
When you run the program, it queries you for the house code, unit number and function, then jumps to the ML program to initiate the function. Upon completion
the ring detector and phone line pickup
ML jumps back to the BASIC program. The house codes and unit numbers are ad
ceive messages and/or enable appliances remotely. That may be useful for things like turning on an air conditioner in the summer via the telephone before leaving work so your home will be comfortable on
justable on the front of the appliance con troller.
Going Further The programs with this article give you
basic control of the X-10 system. You can modify the basic program to send various codes depending upon external events, like sensor input. This is similar to the automatic ventilation project we con
from last month's project and just use the decoder section in conjunction with the
answering machine. That way you can re
arrival. The X-10 system is still under develop ment. Although we have only dealt with
the basic 120V appliance receiver mod ules, X-10 also manufactures wall switchas, three-way switches, lamp modules, etc.
structed previously using the toxic gas
that are all compatible with our interface. Currently the X-10 Company is develop
sensor.
ing smart receiver modules that report
You may notice that the two PB lines off
back to the main controller their current
the user port we are using this month ait!
status (on-offl, and have a few additional
the two uncommitted lines left on the tele
functions. So wo can look forward to add
phone answer and DTMF decode project from last month. This enables you to merge these two projects to give you a re mote telephone home control system.
ing new types of modules to our X-10 sys
Also, if you currently have a telephone answering machine, you can eliminate
In an upcoming issue Fll write an X-10 interface for Amiga computers. H
tem in the future.
Amiga Interface
COMMODORE MAGAZINE
41
Projects/X-10 Power Line Interface-
X-10 Basic Loader 10
15
REM
JOHN
IOVINE'BKKA
REM BASIC LOADER FOR ML
ROUTINE
20
FOR
A
25
:POKE I.A'FPAE CS=CS+A:NEXT'DGHG
X-10
30
IF
PROJECT'BJYM
1=4864
CSO15116
DATA
50
TO
5026:READ
THEN
PRINT"ERROR
IN
DATA
120
DATA
130
DATA
140
169,016,013,001,221,141,001,
150 160
DATA
170
DATA
221,096,173,001,221'BWPK
60
DATA
041,239,141,001,221,096,142,
163,019,162,197,20 2'BWQL
70
DATA
208,253,174,163,019,096,173,
001,221,041,032,240' BWNM
80
DATA
249,096,173,001,221,041,032,
180
208,249,096,189,164'BWON
90
DATA
046, 319, 032, 338, 019'BWXG ,076,083,019,162, 032 ,046 ,019 000 , 200, 192, 004, 240'BWFH ,240,009,032,030, DATA 234 ,192 ,005
019, 032, 038, 019, 076'BWLI ,224,004,240,009, DATA 104 ,019 ,232 038'BWVJ 032, 030, 019, 032,
STATEMENTS"' FHWK
DATA
232 ,096 ,234 ,234,162,000,160, 000 ,i332, 338 ,< 319, 224'BWDF 022 ,240 ,015 ,032,030,019,032,
110
019,240,015,032,000,019,032,
019 ,076 ,122 ,019,173,162,019,
208, 011, 169, 186, 141'BWFK
,162,019,076,076, 047 ,019 ,238 019, 169, 164, 141, 047'BWVL ,019,096,234, DATA 019 ,206 ,162 END 000' BCII
100
018,019,032,0 09,019"BWXO DATA
032,018,019,032,000,019,032,
018,019,032,009,019'BWAE
X-10 Control Program 6
78
IF(X<1 OR
X>6)
THEN
PRINT"ENTER
7
SA=5032:POKE 5027,0:POKE 5026,0 :POKE 56579,16:POKE 56577,0'FMEO POKE 5028,1:POKE 5029,1:POKE 5030,1
81 ON X GOSUB 140,141,142,143,144,
8
POKE
93 DS=A5+BS:E$=AS+C5:'EOWN
9
PRINT"[CLEAR,DOWN7]":PR I NT"ENTER
:POKE
:POKE
5031,0'ECWM
5050,1:POKE
5053,0'ECUN
HOUSECODE
FOR
:PRINT'EDDT
12
5051,1:POKE
X-10
5052,1
MODULE":PRINT
PRINT"
1)
= A[SPACE16]3)
= CMIBATD
15 PRINT"
2)
=
= D'"BAXG
36
B[SPACE16]4)
PRINT:PRINT:INPUT"ENTER
NUMBER
1-4";X'DEDL
39 42
45
IF (X<1 OR X>4)THEN PRINT"ENTER NUMBERS 1-4 ONLY":GOTO 36'HJUU ON X GOSUB 100,101,102,103'CQRG
PRINT"[CLEAR,D0WN7]" :PRINT"ENTER MODULE rPRINT'EDWO
48
51 54
PRINT"
PRINT"
1)
2)
=
-
NUMBER":PRINT
1[SPACE21]3)
2[SPACE21]4)
PRINT:PRINT:INPUT"ENTER
=
=
3"'BAQN
4"'BAUH
NUMBER
1-4";X'DEDL
57
IF (X<1 NUMBERS
60 ON
63
OR X>4) THEN PRINT"ENTER 1-4 ONLY":GOTO 54'HJUU
X GOSUB 120,121,122,123'CQAG
PRINT"[CLEAR,D0WN7]" :PRINT"ENTER :PRINT'EDUN
FUNCTION":PRINT
66
PRINT"1) = ALL 4) = OFF'"BANP
69
PRINT"2)
72 75
42
LIGHTS
OFF[SPACE3]
= ALL LIGHTS ON[SPACE4]
5) = DIMM1BAIS PRINT"3) = ON[SPACE15] 6) = BRIGHT"'BACL PRINT:PRINT:INPUT"ENTER 1-6"JX'DEFO
JULY 1989
NUMBERS
1-6
ONLY":GOTO
75'HJCX
145'CYWK
96 F$=D$:GOSUB 200:Y=Y+4:F$=E$ :GOSUB
99
SYS
203'GVPT
4940:GOTO
3'CGAQ
100 A$="0110";RETURN :REM
HOUSE
CODES'DOUB
101 AS="1110":RETURN'CDPX 102 AS="0010":RETURN'CDNY
103
A$="1010":RETURN'CDOA
121
B$="11100":RETURN1CDPA
120 BS="01100":RETURN
122
:REM
NUMBER CODES'DPOD
B$="00100":RETURN'CDNB
123 BS="10100":RETURN'CDOC 140 CS="00001":RETURN :REM
FUNCTION
CODES'DRPG
141 C$="00011":RETURN'CDPC 142 C$="00101":RETURN'CDPD 143 C$="00111":RETURN'CDQE
144 CS="01001":RETURN'CDPF 145 CS="01011":RETURN'CDQG
200
Y=0'BCIW
203 206
FOR X=l TO 9'DDCB L$=MIDS(F$,X,1)'CKKF
209
IF LS="0"THEN :POKE
211
IF LS="1"THEN POKE :POKE
213
POKE
SA+Y,0:Y=Y+1
SA+Y,1'JRBP
SA+Y,1:Y=Y+1
SA+Y,0'JRCI
Y=Y+1:NEXT:RETURN'EFTD END
NUMBER
ADVENTURE ROAD
Fishing for the Death Angel with a Magic Candle News and opinion from a leading
explorer of those fantasy realms called adventure games.
What does a columnist do when he can't decide which game to mention in the name of the column? Put them all
in, as I did this month. (At least I had the good sense not to combine the reviews.) Since they're both graphic adventures, let's look at FISH and Police Quest II: The Vengeance first.
For the Commodore 64 and Amiga, FISH is from Magnetic Scrolls, who did ThePawn and Guild of Thieves. It's their strangest story yet, casting you in the role of an interdimensional secret agent who warps from one world to another to fight wacky terrorist groups like the Seven Deadly Fins. In the first scene, however, you find yourself in a fishbow!—and in the body of a fish! Due to job-related stress, the only way you can relax alter a mission is by warp ing into the body of a fish and floating around in the bowl. Not for long though, for your boss—Sir Playfair Panchax, who heads up the spy agency where you
work—soon informs you the Seven Dead ly Fins have launched another of their riotous rampages. Then three "warps" ap
pear in the bowl. Upon entering one,
tery world, which means you'll have to dredge up several more objects and con struct another device. Like Magnetic Scrolls' previous adventures, this one fea tures lots of clever and logical puzzles; hints are hidden in the text, not the pic tures. The graphics reflect a more contem porary style than those in other games from this outfit, but even so, FISH is more of an illustrated text adventure than a graphic game—there are just a few dozen pictures, so each one stays on screen through a number of moves to the new lo cations, If you're looking for laughs along with your logical puzzles, I suggest you go FlSHing soon. Each chunk of text and line of response from the parser is riddled with the bizarre sense of humor that has become Magnetic Scrolls' hallmark.
Amiga detectives can also "fish" for
clues in Police Quest II: The Vengeance, in which several important tips lie at the bottom of a lake and can only be recovered by scuba diving. The goal is to recapture Jesse Bains, who escaped the jail cell you
put him in at the end ofPolice Quest I (you did nail him in the game, didn't you?) Several aspects make the sequel superi or to the original. The arcade sequence, in
which you steered a little car around an aerial-view map of the town was replaced with an animated sequence that shows a
est, or the back of a British rock group's van. In each location you've got to solve several puzzles in order to obtain one part
first-person view through the car's wind shield—no more wrecking that little car and having to start over every two min
of a device. Fail to unravel the main rid
utes. Ifyou're one of those who would have
dle in time, and you'll be zapped right
groaned at the idea of playing yet another of the card games that have been a key part of so many Sierra adventures, you'll be relieved to hear the poker game from Police Quest I was replaced with an ani mated sequence in which you visit a firing range and practice adjusting the sights of your pistol until you're a crack shot. This skill proves crucial later in the game. It's also harder to solve than Police
will prefer this "back to square one" ap proach over being killed for making a mis take. After solving each warp's central puz
zle, you'll use the three items to build a device that opens a major warp to the world of Fish. Here you've got to foil those felonious Fins before they destroy this wa
from one "scene of the crime" to the next,
you'll use it to obtain fingerprints, get blood samples and make a plaster cast of a footprint—evidence that ultimately leads to Bains' apprehension, which takes you out of town this time.
Graphics and sound effects make even more of a splash than in the original, for Sierra's new development system presents the story with double the resolution and much better music and more authentic noises. Animated effects, such as smoke
from your partner's cigarette, lend an at mospheric touch to the tale. The parser has also been improved, if it's a contempo rary setting you seek for your next quest,
this is one of Sierra's best. (Gold Rush is also out for the Amiga,
Trolling for the Death Angel
you'll be warped into the body of another being (human, thankfully) in some faraway locale: a recording studio, a for
back to the bowl. I imagine most people
Quest I, which most gamers will appreci ate. Ibting your field investigation kit
but it employs the old game system and is best suited for those intrigued with the history of the Old West)
The Magic Candle: We Drip No Wax Before Its Time
The six-character rale-playing game held my interest much longer than many of the other RPG's whose designs were in fluenced by Ultima. It poses an original quest: to prevent the demon Dreax from
escaping a Magic Candle where it's been imprisoned for centuries. The Candle's guardians have disappeared, and since it was their magic that kept the Candle from burning down, it's only a matter of time before Dreax once again ravages the
fair land of Deruvia. Your choice of three difficulty settings determines how much time you get: 1,000 days with the easy set ting, 800 at intermediate level and 600 for difficult. Each move eats five seconds of game time, so count on at least 100 hours to finish it, even at the easy level.
It's a Commodore 64 program (no plans for an Amiga version) that blankets four
disk sides. The second game by Ali N. Continued on jutge 8!) COMMODORE MAGAZINE
43
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PUMPING GEOS
by Mark Jordan
Spreading the GEOSpel Berkeley Softworks' series of GEOS-compatible products opens up a world of opportunity to Commodore users. Take some tips from Mark Jordan and soon you too will be Pumping GEOS. All non-GEOS users—Halt! I repeat, all non-GEOS users, halt. Do not try to escape from this page. You are sur
rounded. (There one goes! BAM! Got'm.) It could be very dangerous for you to try to flee. Strange opening. Chances are, if you're reading this column, you are a GEOS user. So why start out with a melodramat ic attempt to arrest a bunch of people who may not even read this piece? Have I for gotten my true audience? No. I started out that way to get your at tention. Perhaps many of you don't realize the need to go to war for GEOS. It's time to put an icon on every screen, a mouse in every hand. Because the more people use GEOS, the more activity in the GEOS world. And where there is activity, there is money. And where there is money, there is commerce. And that all equals up to faster
and better GEOS products. So it is in our own interest to proselytize, propagandize, convert, and, if need be, use physical force to get more people using GEOS. This article is dedicated to that end. I will share with you the fine art of brain
washing people into using our favorite
The graphics interface is based on a time-honored concept of human learning:
the metaphor. A metaphor is nothing more than a comparison. All of us mere mortals try to understand new things in terms of things we already know. And most mere mortals know what a desktop looks like. We know what file folders are. We are quite familiar with wastebaskets.
By turning the computer screen into a type of desktop, we users intuitively have some idea how to go about things. Say this to a non-GEOS fan and be pre pared for a sudden thrust from below: 'Tine, but I know my system, inside and out. I don't need any metaphors."
Deflect it by pointing out to your oppo nent that he may not need one now, but he
will someday. Point out that all new com puter systems are sporting some sort of
graphics interface from the Amiga to the Mac to NeXT. Even MS DOS is attempt ing to join the fray. Be prepared for a second, quick under hand jab: "But I'm not changing systems.
1 will be buried with my 64 in the coffin
graphics interface. First we will work from the defensive end, parrying every argu mentative thrust that a non-user might jab at us. Then we will go on the attack,
next to me." A surprise move is useful here—agree
slicing and dicing our victim into submis sion. For those faint of heart or weak of
Reverso: nonchalantly ask him if he's ever
stomach, be prepared: this could get bloody. Ready? Grab your saber and pay atten tion.
First Attack: Who Needs a Graphics Interface, Anyway?
This is the first thing most non-GEOS
users will say to you. You need to know how to show them that they do. Start with an explanation of the theory behind the graphics interface. Here is that theory, as
briefly as I can tell it: 46
JULY 1989
with Mm. Praise him for his loyalty. Then, while he's basking in glory, use the Grippo changed word processors. He will snort, caught off guard, yeah, he's changed and it ain't worth it. Now advance with El
Sneak Commento: "Yeah, wouldn't it be nice if they all were based on some stan dard?" As he snorts again, use the Double Whammy to add, "Of course, if we wait on
the competing software companies to es tablish the standard, it may never hap pen. What we need is a standard based on
something that transcends capitalism." Then quietly, subtly add, "Like a meta phor." He will nod in agreement before he
realizes you've drawn blood.
Second Attack: It's Too Inconvenient At this point the non-GEOphyte will slip ink) the "It's Ux) much bother" line of attack. He'll usually start by saying,
"Who wants to wait two minutes to boot GEOS up every time you turn the com puter on?" This is a tough move to defend against. None of us enjoys waiting for GEOS to
boot up. It takes three quick, slick moves to thwart this one. First, we must employ the Kebab Strat
egy (you know what kebabs are—meat skewered on a rod): we must let his saber spear not only GEOS but also all other software in the process. Do this by saying, "Yeah, I hate loading programs." Then
deftly shift footing by reminding him of how bad it used to be hack in the days of loading with cassette tapes (most GEOS opponents have been around since the cas sette days). Finish the maneuver and turn the entire situation in your favor by re
marking how Berkeley's quick disk rou tines are so effective. Don't expect, him to drop the inconve nience strategy yet. He will counter with a now-famous lament: "I hate taking my
hands off the keyboard to pick up a mouse." Again, his shot is well-aimed: touch-typists (I'm one) hate, I mean HATE, lifting their fingers off the home row. Just typing numbers puts us in bad moods.
But this blow can be met head on. We simply inform our opponent that he is be hind the times. Yes, in version 1.0 days there weren't many keyboard options. But no more. In version 2.0 all but two alpha
betic keys used with the COMMODORE key do something (see Pumping GEOS document).
"Well," he'll say, "what about drawing, you've got to use the mouse for that." A Continued on page 88
Pumping GEOS/Spreading the GEOSpel
Little Known Facts About GEDS12S Version 2,0 By now I'm sure you've heard about version 2.0 of GEOS 128.
You probably know about most of the new
features that arc offered. But there arc a few little cxlras lhat come with the system lhat you may not know about. One of the nicest of these is the extra printer drivers
lhat have been added: double-strike, quad-sirike and areducing driver are available for some printers. The double-strike and quad-strike drivers print darker and fill in the voids around dots. The improvement in printing quality is quite significant (though it does lake longer). The following printers are supported: ImagcWritcr, Epson FX-80, MPS-1200, C.lloh 8510, IBM 5152, Star NX-10, and Gemini There are only two reducing drivers so far: C. Itoh
and Epson.
However, Ihese arc two of ihe most common
printer formals so many others will likely be able to use them.
The C. Itoh driver reduces a page to 50% its original size while the Epson does a 66% reduction. Another little-known feature on 2.0 is the ability to
select a group of files pointer to the first file Commodore key, click appear. Once you've
with the mouse. To do so, move the icon you wish to select, hold down the and drag. A rubber-band rectangle will encompassed the files you want, click
again.
Finally, tons of keyboard shonculs have been added (see below) along with many other small conveniences that
make using the system so much easier.
The Adventures of Ted and Jed
Desktop Shortcuts The manual and addendum for the 128 version 2.0 don'l list the keyboard shortcuts for the Desktop in alphabetical order so I'll do that for you. As always, the Commodore key must be held down with the shortcut key.
(Shift) Switch dr. C to A
M - Rename file
(Ctrl) Copy files to dr. A
N - Rename disk
(Shift) Switch dr. C to B
P
(Ctrl) Copy files to dr. B
Q --Fileinfo S
D -Deletefile (Ctrl) Move files to border -Erasedisk
F
- Format disk
Girl
--Printfile
Jordan
- Add note pad page
T ~ Delete notepad page U -Undodelete (Ctrl) Move border files
G --View 1st file selected
V - Validate disk
H -- Duplicates file
W - Select all files on disk
I
- Select input driver
X -- Select all files on page
J
- (none)
K -Copy disk
Vou're just her type,
R - Reset desktop
C --Closedisk
E
—
she'll o.;f gou.
a
0 - Open disk
B ~ Open disk drive B
Stop ujo«ymg
Ted
L --(none)
A - Open disk drive A
Jed finds
Y - Select all border file Z ~ Load current file
Hacked and Ready to Pump The GEOS world is finally starting to be populated wilh
This shareware
product ($5.00 -- 7137 Snake Rd., Oakland CA 94611) will
hackers are hacking at last.
animate Photo Albums. I got a couple of impressive demos,
Here's a brief look at three
programs I've come across that have made my life a lot better. Quickview, by Bill Sharp (PO Box 7533, Waco TX Vol. 1.Num. 11
Album Animator, by Dennis Seitz.
programs from outside the parent company. In olher words,
76714). This application allows you to take a look al your Write files from the desktop.
It is very useful for seeing
one of a young lady taking a stroll.
You can set the
animation speed. Lots of potential fun in this one. Dump and Double-Dump, by Doug Fulls. These two
let you dump your screen to ihc printer. Used with the Paint
what's on lhat old file you forgot about and for reading
Drivers, you can convert your desklop into a geoPaint file.
documentation for new programs. Highly recommended.
Quite useful for illustrating articles about GEOS.
COMMODORE MAGAZINE
47
Tips & Tricks-
tions. The common use of CP/M allowed interchange of software
Continued from page II
BINARY 0000 0001 0010
0011 0100 0101 0110 0111
HEX 0
BINARY 1000
HEX
1 2
1001
9 A
8
3
1010 1011
4
1100
5
1101
6
1110
C D E
7
1111
F
When the IBM PC was introduced, it created a hardware standard for other computer makers to follow. Most of them switched from CP/M to MS DOS, a twin of the IBM's PC DOS. Commodore and Apple remained as exceptions, but Radio
B
Shack switched to MS DOS. With the CP/M disk that came with your 128, your computer can run under the CP/M operating system. When it does so, it
requires totally different commands for formatting disks, dis
Once you know these four-bit conversions, converting a longer
binary numeral is simple: just divide it into four-bit groups and write the hex equivalent for each group. Here are some complet
ed conversions; use this chapter's base conversion programs to prove that they are correct
A. W. Grym London, England
1000 0000 binary - 80 1000 0000 0001 binary - 801 00010010 11011100 binary = 12DC 1010 1010 1010 1010 binary = AAAA
between computers, although many hardware incompatibilities remained.
hex hex hex hex
Telling Numerals Apart: Since binary, hex and decimal numer als use many of the same symbols, it can be difficult to tell which base a numeral is expressed in. If you see the numeral 1000, for example, how do you know whether it's decimal, binary or hex? If it's decimal, it's one thou sand. If binary, it's eight. If it's hexadecimal, it's four thousand ninety-six. Those are very dissimilar numbers! When confusion like that is possible, it's good practice always to specify the base of the numeral in question. There are a half dozen widely used conventions for making the distinction, but only three are common in the Commodore world. First of all, the name of the base can be spelled out next to the numeral. "1010 binary" isn't likely to be confused with "1010 hex."
Second, the base can be specified in a subscript: 10102 is bina
ry, 1010i6 is hexadecimal and 101010 is decimal, without much
playing directories, loading programs and other similar oper ations. hi CP/M mode, you can run much of the CP/M applications software that was so popular before IBM standardization. Much of it is very good, and most of it is inexpensive or free.
Even if the applications software doesn't interest you, you can gain a lot by becoming familiar with CP/M. It has the look and
feel of MS DOS, so if you learn how to work with CP/M, much of your skill will transfer to the IBM world. It's a good idea to order the CP/M book and disk that are of fered in the 128 System Guide. For under $'20, you get a very complete manual and two useful utility disks. Without the man
ual, it's next to impossible to puzzle out CP/M. There are many commercial books on CP/M as well. When looking at them, remember that your computer runs CP/M + version 3.0, which is quite different from earlier versions. LoutS F, Sander Pittsburgh, PA
Locating CP/M Software: There's a huge amount of CP/M soft
ware available, but it's often not easy to find. Here are two good sources: Poseidon Electronics, 103 Waverley Place, New York, NY 10011, (212) 777-9515. FOG, P.O. Box 3474, Daly City, CA 94015. Poseidon is a company, FOG is a user group.
Stewart Terrier Alton, IL
Changing CP/M Screen Width: When loading the CP/M+ sys
spectively, and 1010 for decimal.
tems disk, I occasionally forget to put the 4080-column switch in the proper position. A simple solution avoids having to reboot the system. Tb go into 80-column mode, just tvpe this at the A prompt: DEVICE CONOUT =80 COL If you wish to go the oth er way, use 40 COL instead. Herbert Nelson Chicago, IL
Alton, IL
CP/M Disk Swapping: You can easily use files on one disk to op
chance for confusion. The subscripts are always in decimal. The final convention uses the symbols percent (%) to desig
nate binary and dollar sign ($) to designate hex. The absence of a symbol designates decimal. In this convention, our examples would be written as %1010 and $1010 for binary and hex, re
Stewart Terrier
erate on files on another, even if you have only one drive. The
What IS CP/M? The 128 has a sometimes mysterious mode called CP/M, about which we read very little. In CP/M mode, your computer behaves very much unlike a Commodore, and
key is to use drive E, the so-called virtual drive. For example, if the DIR file is on the disk in drive A, you can
very much like an IBM or clone. CP/M is an operating system or
DIR E:[FULL] When you're prompted to insert the other disk (disk E), just insert it into your drive and press RETURN.
group of programs that coordinates all the workings of your computer.
In its normal mode, your 128 uses a built-in operating system
designed specifically for the 128. The 128 operating system lets you do things like format disks, display directories, load pro grams and change colors. Since it's built into the computer, you seldom even notice it.
CP/M is a totally different operating system that is loaded in from disk. In the early 1980's it was used by many manufactur ers; Commodore, Apple and Radio Shack were notable excep 48
JULY 1989
use it to examine another disk by entering
Tom Malcom Mount Pleasant, IA
Exiting CP/M Mode: You don't have to reset to return to 128
mode from CP/M mode. Just press CONTROL and the ENTER key on the keypad. Before your eyes, the computer will jump back to BASIC.
James Frankland Belleviie, NE
ATTENTION
Tips & Tricks Joysticks for Southpaws: If you're left-handed, you know how
hard it is to press the fire button on standard joysticks. By mak ing some wiring changes, you can put the button in a better po sition for your hand.
Disassemble the joystick and see where the cable is connected to the printed circuit board. There will be six wires going to push-on connectors that are easily removed. Take note of their order on the board, which should be brawn, white, black, blue, green and orange.
Pull off the connectors, then reinsert them in this order blue,
brown, black, green, white, orange. (Notice that the orange and
ALL COMMODORE 64/64C, COMMODORE 128/128D AND AMIGA OWNERS A complete self-tutoring BASIC programming course is available that starts with turning your computer on, to programming just about anything you want! This course is currently used in both High School and Adult Evening
black wires don't move).
Education classes and has also formed the basis of
Reassemble your joystick, hold it with the fire button to your right, and attack your favorite game. Mary Lee Resnick
after having taught the course several times, has put together one of the finest programming courses avail
teacher literacy programs. Written by a teacher, who
Butler, PA
able today. This complete course of over 220 pages is now available for the COMMODORE 64/64C.
Using Non-Commodore Joysticks: Many brands of joystick will
2000 computers. This course will take you step by step
COMMODORE 128/128D and the AMIGA 500/1000/
work fine in your Commodore computer. The ones from the old Atari 2600, which nearly everybody in the world owned at one
time, work perfectly. Coleco is another company whose once widely sold joysticks are compatible with your machine. You can often get used joysticks for pennies at flea markets and garage sales. The Terrier Twins Alton, IL
through a discovery approach to programming and you can do it all in your leisure time! The lessons are filled with examples and easy to understand explanations as
well as many programs for you to make up. At the end
of each lesson is a test of the information presented. Furthermore, ALL answers are supplied to all the
questions and programs, including the answers to the tests. Follow this course step by step, lesson by lesson, and turn yourself into a real programmer! You won't be disappointed!
Joysticks and Keyboard Errors: If you leave your joystick plugged in when you're not running joystick software, you may get an unpleasant surprise. Depending on the port it's in, mov ing the joystick or pressing the button can make the computer think that you've pressed one of the keys on the keyboard. To prevent this happening at unanticipated moments, unplug your joystick whenever it's not being used.
FOLLOW-UP
-
A 200 page
dealing exclusively with sequential
self-
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relative files
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learning courSB for each of the above named computers
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Plus/4 Machine Language Storage: Memory locations 16301771 were designed for speech software. Since the area is almost
never used for that purpose, it's a good place to put short ma chine-language programs. It's protected and hidden from BA SIC, so you don't have to manipulate any zero-page pointers to
protect it, and using it doesn't steal any memory from the BA SIC program area.
Be careful not to go past location 1771, since the BASIC stack
begins there. Michael Kaizubski Baltimore, MD
DOS versions, including 1.3. Each course is only $21.95 plus $3.00 for ship ping and handling. We have been developing and selling Commodore courses for over 6 years now and if you do not think that we have the best selftutoring course you have yet come across, then just send the course back to us within 10 days of receipt for the FULL $24.95 refund. NAME:
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I desire the BASIC programming course □
Schematic Diagrams: The Programmers Reference Guides for
the 64 and 128 contain schematic diagrams for their respective computers. You can use this information to narrow your search
for trouble. If you want even more thorough service data, it's available in the Computerfacts series of publications from Howard W. Sams. A Computerfacts folder includes schematics, troubleshooting tips, preliminary service checks, replacement parts cross refer ence lists and other similar information. Computerfacts are available for the 64,128, Plus/4, VIC-20,
Amiga 500 and their peripherals. They cost from S20-S40, deCoittinuetl fin page 96
FOLLOW-UP course on file handling^ AmigaDOSQ The computer that the course is needed for:
COMMODORE 64/64C D COMMODORE 128/128dD AMIGA 500 G AMIGA 1000 □ AMIGA 2000 D For each desired course, send S24.95 cheque or money order {in the currency of your country) to:
Brantford Educational Services 222 Portage Road
P.O. Box 1327 Lewiston, New York 14092 Fax:
(519)758-27-13
6 Pioneer Place
or Brantford, Ontario N3R 7G7 Telex: 061-81260
COMMODORE MAGAZINE
49
The history of Activision reminds me of the month of March. The company came in like a lamb (in September 1979) and
has become a true lion in the industry. Parent company Mediagenic is now financially sound; they've posted eight quar ters of profitability after four years of losses. The company started as a video game developer and has beaten the odds and survived a rapidly changing home entertainment industry (and internal turmoil) that might have destroyed the average software developer. What is the secret of their success? Once upon a time ...
The Early Days 1979 to 1983 Larry Kaplan was one of the founders ofActivision Vkieo Games Division. He can give us an inside look at how the com
as video game designers at Atari. So naturally, we continued developing video games for the Atari 2600. Atari had the larg est market share for hardware systems at that time. Jermaine: How was the company name selected? Kaplan: Prior to choosing the name Activieion, several others were actually considered. Computervision sounded pretty good, but that title was already taken. The company was finally in
corporated under the name VSYNC, Inc., a hardware signal
term from the VCS (it stands for vertical sync). The founders wanted a name that reflected various forms of art, television, computers, games, etc. Jim Levy derived the name Activision
from a combination of action and vision. Jermaine: Tell me about the creation of the corporate logo. Kaplan: The first Activision logo, displayed on all the com-
'I
pany got off the ground. John Jermaine: What led to the founding of Activision? Larry Kaplan: hi the late 1970's, after Atari introduced their 2600 home video game system, the video game market
began building up speed. With
millions of hardware units and game cartridges sold, industry sales revenues for the year topped the $330 million level. Activision was founded to take advantage of this lucrative market. Activision was founded by
four designers—Alan Miller, David Crane, Bob Whitehead and myself—and Jim Levy, president. The designers were all working at Atari Inc., on Video Computer System (VCS) 2600 games. We decided to form a company to make games for the VCS on our own,
and through a mutual friend and lawyer, met Jim Levy, who
was then a vice-president at GIvT (a cassette tape company in Sunnyvale, California). Over the summer of 1979, a business plan was written and
submitted to a venture capital firm, Sutter Hill Ventures. The plan was approved in late Sep tember. All four designers left Atari at that time.
We were a very close-knit group in those days. We ate lunch
together almost every day. David and Alan lived at the same apartment complex and played a lot of tennis together, which is how they met in the first place. The four of us spent a lot of time at local video game arcades and movie theaters. Jermaine: Why was the focus on the Atari 2600? Kaplan: At the time Activision was founded, a great deal of ex citement was focused on the home video game market, which
pony's original video game titles and some of the early com puter entertainment titles, is internally referred to as "the
flying V" logo. One of the factors considered in its initial de
sign was that it had to fit in a 32-pixel eight-line space on the
bottom of all game screens. To accomplish this feat, the "T" and "V" in Activision were connected. In 1988, the flying V logo was reinstated and is now used for all computer entertain
ment titles published by Activision Entertainment and all vid eo games published by Activision Video Games. Jermaine: Was your business originally a "back bedroom" op
was beginning a rapid growth curve. Realizing that a large
eration?
market for multi-function home computer software was still several years away, Activision funded its long-range software plans by entering the growing video game industry. The com pany was founded by a group of programmers who had worked
accomplished in David Crane's spare bedroom in his Sunny vale apartment.
50
JULY 1989
Kaplan: The first company operation—reverse engineering the VCS and building a software development system—was
By the 1980 Winter Consumer Electronics Show—the first trade show attended by Activision—the company employed eight people. Later that year, the number had grown to 15. By
The first line of products for the Atari 2600 was available for the 1980 holiday season. Once these games hit the market, calls from enthusiastic consumers began pouring in. One el
1983, we were over 400 strong.
derly woman who had purchased Bridge called to ask us how
Jermaine: Tell me about the early days at Activision.
to insert the game cartridge into her system. Activision's con sumer relations representative asked if she had a VCS (mean
Kaplan: Wo all worked long hours in a very hectic environ ment in order to do something no one else had ever done before
ing a Video Compute]- System). She innocently responded, "No, I have an RCA!" Another customer called to say he was close to reaching one million points on Laser Blast Incidentally, when a player reaches one million points in the game, the points displayed on the screen become exclamation marks! He later admitted that when his pregnant wife told him it was time to go to the hospi
(make third-party cartridges for the VCS). Employees played games for fun and created them for work. The kitchen was al ways full of doughnuts and candy, the favorite snacks of de signers. Everyone was always munching on something.
By Christmas of 1980, the company was growing out of its 1,000-square-foot office space. Since there was no space to set
up a Christmas tree, David Crane programmed one and dis-
tal, he asked her to wait a few minutes because he was only a | few points away from his onemillion-point goal. At the height of the video game craze (mid 1983), Activi sion was receiving more than 10,000 pieces of fan mail per
week. The company was also
mailing approximately 400,000 newsletters to Activi sion customers around the world. Close to 50 original vid
eo game titles have been pro
CELEBRATES A MEMORABLE DECADE by John Jermaine
■.i
played it on a television set. The TV was put on a chair outside one of the offices, and employee Christmas gifts were placed beneath the chair. During the early days, we also had our share of practical jokes. One year the vice-president of human resources became
the victim of an April Fool's joke. Several employees moved his office furnishings into the men's bathroom. Then they dupli cated his office with other rumiture and even replaced his chil
dren's pictures with photos of someone else's kids. Another time, some crafty individuals lined the floor of the finance controller's office with Dixie cups filled with water. On one of his birthdays, the marketing research manager (respon sible for sales forecasting) received a crystal ball that looked a
lot like his IBM personal computer. His office was also decorat ed to look like a fortune teller's den.
duced from 1980 to the present day. Activision sold several million cartridges from the
time of the boom in the early 1980's, through the less popu lar mid-1980s, and again dur ing the current revival of the industry. I recently talked to Cliarlotte Taylor Sheet, a former Activi sion employee, about her tenure
at Activision. Today Charlotte is public relations manager at Accolade, Inc. Jermaine: What do you re member about the "good old days" at Activision? Charlotte Taylor Skeel: The company became famous for throwing huge Consumer Elec
tronics Show parties. Among the most memorable galas were the 1982 "Rumble in the Jungle," to promote the game Pitfall!, and the 1983 "Decathlon party" to promote, of course, the De cathlon game. Bruce Jenner, who provided the celebrity en dorsement for the program, made a special guest appearance.
In 1983, we also held the infamous "Barnstorming Parade," to introduce the Barnstorming cartridge to the media. At 6:30 a.m. three busloads of press, trade, Activision employees and
friends were taken to the street in front of the Las Vegas Con vention Center and presented with authentic Barnstorming
jackets, flight scarves and old-fashioned pilots helmets. They were then greeted by a real bi-plane that taxied down Las Vegas Boulevard carrying none other than Steve Cartwright, Bamstorming's designer. Afterwards, the entire group was treated to a sunrise breakfast at the nearby Desert Inn.
COMMODORE MAGAZINE
51
In 1982, Jim Levy rewarded his hard-working employees by
taking the entire company (along with their spouses or "spouse equivalents") to the island of Maui for four days. It was there that the famed Beach Olympiad was held. The company was divided into teams named for tropical fruits, and events in cluded sand-castle building, canoe racing, hula hooping, and the lei pass. The gold medal went to the Kumquat team (and I was a member of that team!).
Charlotte also recalled Activision's darkest day. Skeel: No one will ever forget the big layoff on November 10, 1983. As people carried boxes of personal items to their cars, they were met by local news cameras. One individual com mented to reporters, "There will never be another Activision." It was a very sad day because most of us thought of the com pany as sort of a modern-day Camelot, and here we were leav ing it for the last time. No one will remember that day better than Jim Levy, the president of Activision at the time. It was
also his birthday.
The Transitional Years: 1984 to 1987
Jermaine: Can you give me some information about Gamestar? Stagnitto: Activision acquired Gamestar in January of 1985. Scott Orr stayed on to head the group, while his people created
a series of popular microcomputer sports games. They include: Star Rank Boxing I and //, GBA iho-on-Two Cliampionship Basketball, Star League Baseball, GFL Championship Foot ball, Pete Rose Pennant Fever and many others. Scott Orr and his team of experts are gone, but Gamestar continues to turn
out quality sports entertainment software.
The year 1984 saw the release o/'Ghostbusters, Activision's most popular computer game to date. Two years ago, David Crane (a founder ofActivision and tfie program's creator) and Dick Lekrberg (Activision's uice-president ofproduct acquisi
tion at the time) told me how the project came together. Little did they know it was destined to become the best-selling Activi sion product of all time.
Jermaine: Tell me about the development oWhostbusters. Dick Lehrberg: Ghostbusters appealed to us for several rea
period of the company's history, as Loretta Stagnitto, director of
sons. It was a very popular movie, the subject was original, and the basic story itself provided a number of interesting ele ments for David Crane to work with. Columbia Pictures aLo contributed a great deal to the project. They were very strict
corporate communications, explains. .Icrmaine: In December of 1984, Activision computer games took on a new appearance. Why did this happen? Loretta Stagnitto: In terms of packaging, Activision computer
worked closely with us throughout the entire project. Once the initial storyboards were completed, the rest of the approvals were fairly routine. There were no last-minute changes in our
As the video game market faded into oblivion, Activision started on the path to become a major force in the microcom puter software industry. It wasn't all fun and games during that
entertainment products took on a different look to help distin guish the computer games from the video games, thus the "al bum style" was adopted. In addition, original artwork or pho tography was used for package displays instead of generating
artwork that resembled the game screens from the video games.
Jermaine: Tell me more about what Activision was like during this period. Stagnitto: When Activision began publishing computer enter tainment titles, the strategy at the time (and prior to the di
versification strategy that led to the acquisition of Gamester and Infocom in 1985 and 1986, respectively) was to create tru ly innovative games. Most of the subsequent titles featured state-of-the-art grapliics and sound, but they lacked depth of gameplay—an important element that can determine the suc cess or failure of a product. Games like Web Dimension, Alter Ego and Portal were truly innovative, but the consumer was more interested in action-oriented, strategy games, and/or fan
tasy/role-playing titles. In other words, the programs weren't geared to the needs of the average user. Then the company spent a lot of money trying to convince everybody they wanted these types of programs, instead of publishing what the people really wanted. It was a very confusing time in lActivision's] history. Jermaine: Is it true that Accolade was founded by former
members of the Activision team? Why did thoy leave the com
when it came to approving our ideas for the program, but they
game concept.
David Crane: Ghostbusters was a strange project. At the time, I was in the process of creating an animated city-wide adven ture. The player would be able to drive a vehicle, use a map to
plot his way and add equipment to the car to give it special ca pabilities. This program might have evolved into a James Bond-type game if Ghostbusters hadn't come along. Anyway, I had worked on this concept for several months when I took a night off to see Ghostbusters at a local movie the ater. I really enjoyed the film. A day later, I went to work and ran into one of the people from our acquisition group. He asked me if I'd be interested in doing a Ghostbusters computer game.
I was truly interested in the project, but they wanted it to be completed by the end of August so the game could be released before Christmas. This was May of 1984, which gave me ap proximately ten weeks to develop the program. Normally I couldn't possibly program a game in that amount of time, but my new untitled creation could be adapted to fit the Ghostbusiers storyline, so I agreed to do the project.
In the weeks that followed, I found myself attending several showings of Ghostbusters. Looking back, I wonder what (he people thought I was doing—there I was seriously studying the movie, taking notes and drawing diagrams. Later in the pro ject, Columbia (under strictest security) provided me a video tape of the film. They also sent a copy of the shooting script and hundreds of slides and stills from the movie.
pany in the first place?
Stagnitto: In 1984 Alan Miller and Bob Whitehead, successful software designers and co-founders of Activision, thought we should be working on other forms of entertainment software. These individuals finally broke away from the company and did their own thing at their own company. Accolade was found ed in December 1984, and their first product (Hardball!) was released in July of 1985. 52
JULY 1989
Activision has also produced other games based on popular movies. In 1986, Aliens (the movie) became the model for Aliens: The Computer Game. Steve Cartwright (the creator of
programs like Hacker, Hacker II, and GeeBee Air Rally) devel oped this software classic, and here is how it was done. Jermaine: What led to the development of Aliens? Steve CartwriRht: Believe it or not, Activision owned the
rights to A liens a year before the movie appeared in theaters. However, the in-house programmers, artists and game design
around on the floor. These little devils are called "Face Hug-
one afternoon, we all left the theater with the same idea: Aliens would be the perfect subject for a computer game. The
this time. We had kept in close contact with Twentieth Cen tury Fox throughout the making of the program, so they knew
ers knew nothing about that arrangement. After seeing Aliens
gers." hi short, the owners of the license were concerned about legal technicalities, correct terminology and "good taste" at
next day I brought up the idea and found out that Activision
al! about the games and really liked the finished product.
already owned the rights to that particular property.
Not many people know that the company had an east coast
design center. Back in 1982, Garry and Dan Kitchen, John Van
Jermaine: Tfell me more about how the project began. Cartwright: We planned out the entire program in 15 minutes.
Ryzin, Paul Willson and Kevin Kalkut started the east coast de
creates each particular situation.
Jermaine: How did you start out?
It was just a matter of analyzing the movie, breaking it down into key scenes, and coming up with a game concept which re
sign center (based in Glen Rock, New Jersey). I talked with Garry Kitchen to learn the secrets of this lost tribe ofActiuision.
The games were designed to share a common quality. When you participate in an Aliens challenge, your fate is truly in
Garry h il <■! in r We joined Activision because they needed de velopers with innovative ideas, and we wanted to keep busy.
your own hands. Each game is a tough little assignment where experience is the best teacher. You can play to win or experi
In 1980 my older brother Steve moved to the west coast and , started his own company, Woodsicle Design Associates. Wood-
ment with different ideas, but you can't blame your failure on random events or bad luck. Those factors don't exist. Jermaine: Did Twentieth Century Fox ask you to make many changes in the final program?
Cartwright: There were some minor changes alright, but noth
ing we couldn't take care of right away. Twentieth Century Fox was very concerned about the fact that our transitional scenes
contained direct quotes from the shooting script. I was led to believe that Activision might have to pay for the privilege of
using that material in the program. Thank goodness our legal
people investigated the situation and said everything was fine.
Another problem concerned the fact that you couldn't say
the aliens were killing people. They were actually capturing
human beings for later use (which would be the cause of their death). We also had to use the correct terminology for every
thing. You couldn't talk about a small alien creature crawling
side did a lot of military contracting as well as designing
games. Steve also knew a number of people at NASA. So he eventually contacted Activision and negotiated a deal to pro duce Space Shuttle: A Journey Into Space. Space Shuttle was more than just an arcade-style game because the product was designed in concert with NASA. It was an accurate simulation of a space shuttle mission, containing the orbital mathematics and physics of a real space flight. We still think its the best spaa* shuttle simulation ever done on any machine. Meanwhile, back in New Jersey, we started working on
Atari video game projects. Keystone Kapers featured a littleman chasing crooks through a department store, while Pres
sure Cooker simulated a chef cooking hamburgers in a fast
food restaurant. These early games were humorous and a lot of fun to play, but the video game market was losing ground. So I started playing around with the Commodore 64.
Continued on puge 71
COMMODORE MAGAZINE
53
.,
-
by Gary V. Fields
f you could peek into the future you would see a world increasingly
J dependent upon video productions.
Video is perhaps the best communica tion tool yet developed. Video record ings can inform, inspire, instruct, sell a product or simply entertain the viewer. A full-featured video mixes real-life images, text displays, voices, sound ef fects and music, animated characters and three-dimensional images to con vey a message. But the exciting aspect
of video productions is that one of die
most powerful, professional tools used to create them today is already sitting
than different screen displays (e.g., di gitized pictures or graphics created on a paint program) which are then auto
matically loaded into the computer's memory and are flipped to the screen
like an electronic slide show. At the next level, transitional wipes (to make the changes between images
interesting) and text are added be
tween and over images—text begins to move, rotate, flash. Next come animat-
ed characters, sound effects, scrolling backgrounds. Eventually three-dimen sional images could be added which would appear to spin and move inside a
on your desk—your Amiga.
perfectly proportioned, computer-gen
Getting Started
out exaggerating, that a talented indi
Have you ever watched the computer- erated world. At the ultimate level of production, generated special effects on TV and thought how great it would be to be to videos include text, real-time anima tion and three-dimensional images create them yourself? Have you ever mixed with real-life images captured aspired to being an animation artist with a video camera enhanced with like Walt Disney? Or maybe you just music, voice-over or sound effects and wanted to add a professional flair to your home videos by adding titles and stored on videotapes (VHS or Beta). At this professional level, the results are credits. If you have any video aspira "broadcast quality"—like those you see tions, read on. on any network- It is fair to say, with Let's begin with an overview of how the Amiga enhances "video produc tion." I use quotes because when used with the Amiga, the term video pro
g!
duction covers a lot of territory. At the entry level, videos can simply mean electronically-created and stored slide shows—images are stored on disk and require a computer (not a VCR) to show.
At this level an Amiga-generated video might consist of nothing more ';.-■■
vidual with an Amiga, genlock, cam corder, a couple thousand dollar's worth of video equipment and some
time could tape, edit and create a fulllength video movie, complete with ti tles, credits and soundtracks. And if done with skill, a viewer would not be able to distinguish the Amiga-aided
video from those created in Hollywood.
Why Video Production? In the past 20 years, video record-
ings have all but replaced the use of film for capturing and displaying mo
tion. Most of us have become so accus tomed to video programs which feature
mercials, weddings, in-house training tapes, promotion, etc. John owns Cap tain Video in Candler, North Carolina, and Bruce is the proprietor of Focal
special effects and realistic animation
Point Productions, AsheviUe, North
that it is hard to believe my 15-yearold dictionary doesn't even include the word video. So let's define video as it re lates to image production using the
Carolina. John and Bruce live a few miles
Amiga. For this article, video will refer to any recordable image which can be displayed on a monitor, and video pro
duction will include any process used to design and control screen images. Video production is not for everyone,
but if you have the urge, the talent and
from each other and first met at an Amiga users group meeting. Chandley
came to the meeting to learn more about the system he was using, and In man came to investigate the computer he had heard could solve many of his
video needs. While they entered the video field with different backgrounds, their ini
Video production is not for everyone,
tial reason for turning to the Amiga was identical—they both needed a character generator. One of the most
but if you have the
broadcast-quality videos required a studio filled with equipment costing
difficult and yet elementary chores to tackle before you can turn out profes
some cash, you
hundreds of thousands of dollars. A very limited, entry-lovcl character gen erator alone (required to display text on a TV) was priced in the thousands of
sional videos is creating broadcasts
some cash, you couldn't have picked a better time to begin than now. Until
the introduction of the Amiga, creating
dollars. But with the Amiga and some reasonably-priced video hardware
(camcorders, recorders, genlocks, etc.), you can set up your own video produc tion studio capable of creating incomegenerating, broadcast-quality, movies and clips.
Entering Video
Before you are scared off by the men
tion of expensive-sounding hardware
add-ons, keep in mind that you can be gin to experiment with video produc
quality text on the screen. Since both men owned MS-DOS compatibles, they naturally investigated the possibilities of using them as character generators. They quickly abandoned that avenue
urge, the talent and
couldn't have picked a better time to begin than now.
when they learned that upgrading a PC compatible to serve as even a limit
ed character generator would cost around $3000. Inman flirted with the
idea of buying an entry-level dedicated character generator, but the one that fit his budget offered only four fonts
and could perform only a restricted number of wipes and dissolves. In the
tions with nothing more than an Amiga and one animation program, hi fact, if you aren't sure of your interest in video production, by all means play
W
around with your present setup before going into hock for more hardware.
Once you've seen the potential of create ing videos on your own desktop, don't be surprised if you want to go further. Putting Their Talents to the Test John Inman and Bruce Chandley were both operating successful video production studios before they bought an Amiga. Both were taping, editing and selling videos for cable TV com
Bruce Chandley, using Deluxe Paint II and Kara Fonts builds a screen (or cable TV use.
end, both solved their character-gen
eration problems with an Amiga 500, Pro Video Plus software and a Super-
Gen genlock. During separate interviews I asked Bruce and John to suggest configura
tions for both a entry- and professionallevel video setup. Both described near
ly identical systems. Personal Production Here's what our experts say a user
would need to begin producing videos.
Once you've seen
the potential of creating videos on your own desktop, don't be surprised if you want to go
further.
Remember, even with this bare-bones setup you can create professional-look ing videos, complete with recorded im ages, animated cartoons, scrolling text, etc.
IT you don't already own one you'll need to invest in a camcorder (about
$1000) for taping live video; a good line consumer video deck with flying erase head ($750 plus) for recording
mixed signals from the camcorder and computer, a genlock device ($150 plus) for mixing RGB and NTSC images; an Amiga 500 with at least one megabyte
of RAM, monitor and external drive; and an NTSC {National Television System Committee, or in other
words—a television set) monitor for displaying the edited video. If you own a Commodore 1084S monitor, you can
postpone buying an NTSC monitor if you don't mind constantly switching between its RGB and NTSC signals. (Any Commodore 64-compatible moni■
tor would also fit this description.) Once you have all the hardware on hand, alt you'll need to begin produc
ing is some software. When asked which software packages the beginner should buy, both Bruce and John named Electronic Arts' DeluxePaint II as their choice for creating graphics. They suggested TV*TEXT from Brown Wagh as the entry-level titling program (character generator) for first-time users (primarily because of its price). To complete the beginner's setup they felt you should have at least one animation tool. Their person al choices were Microlllusions' Cel Animator, Broderbund's Fantavision or Mindware's PageFlipper.
Pro Production As you might expect, when describ ing a professional setup, the tools they named were also the tools they use. To create broadcast-quality videos, John
and Bruce felt the user should own two good camcorders, two video editing decks (with shuttle controls for quick scanning), an Amiga equipped with at least one megabyte and a hard drive, a good NTSC monitor and a top-line
genlock device (they both use Digital Creations' SuperGen). To complete their setup both turned to Digi-View by NewTek, for a simple way to cap ture company logos and still photos to
be added to live video. In addition to the programs men tioned in the entry-level setup, John
and Bruce recommend rounding out a professional setup with a professional
titling program (they use Shereff Sys tems' Pro Video Plus), as many good fonts as you can get your hands on, and any 3D animation program you can handle. In discussing sculpt (3D) software, both fellows agree on two
points: (1) Well-sculpted and animated images add greatly to a video's viewing appeal, but (21 mastering a sculpt pro
gram is not easily done. How it's Done
Here is an overview of how John and
John Inman, owner and operator of Captain Video uses Pro Video Plus to fine-tune a screen for a client.
Bruce create complete videos. After
Cantinuedonpage 15
- . .' . J
I reducing successful videos re quires the right mixture of talent, energy and tools. lile you can suppiy the taient and energy yourself, you'll have to buy the tools. Because of the volume, there is not enough room in an entire issue,
much less a single article, to properly review all the exciting video software programs and hardware devices avail
TV-Show
able. We'll talk about the most com mon software tools and follow up with a complete listing of Amiga video soft ware and hardware. For more informa
(6 MMW ¥OU
tion on a specific product, contact the manufacturer.
For the most part, the software used to enhance or create videos fits into three categories: titling software (for displaying words and logos), animation
(for creating moving images like those you see in cartoons and during TV news productions) and three-dimensional
images (where realistic 3D objects or text are displayed and animated). If you simply need a character gen erator for your video productions there
are titling programs designed just for that purpose. If you want to create
real-time animations which rival Walt Disney's best, there are several power ful programs already on the shelves ready to assist. Do you want full-color, animated 3D graphics? The Amiga and the proper sculpt tool will let you wow the competition. So, if you have been waiting for just
the right software package to get seri ous about desktop video, your wait is over. In short, there is no shortage of Continued on paw 71
yjii«tti Calllgtapher 2.0
PROGRAMMING'
by Robert J. Nedreski
1541 Disk Rescue
m
■1 There are several conditions besides misalignment of the disk drive which will interfere with loading a disk. There are plenty of horror stories about disks that have "crashed," and the general be lief is that a dust particle has lodged on
the surface of the disk or that the disk has been exposed to a magnetic field which has erased or altered part of the data.
\
Figure 1
1
Figure 2
While these ideas may be correct in some cases, I have yet to find them true in most cases.
If you have a valuable disk that has crashed (won't load), read on. I have found that there are two frequent causes—both rather easily remedied—when a disk will not load. Both of them result from a condi tion in which the disk doesn't rotate in its jacket. There is a third condition which pre vents loading a disk, also easily remedied,
but in this case no disks will load. Using the methods described below, I have reclaimed six disks that I thought were lost. One of the disks had been acci dentally folded—actually putting a crease in the disk proper! Five of the disks had been recorded on both sides, although they were single-sided disks. I also sal
vaged several programs from a disk that had "crashed" over two years ago, which had actually accumulated a coating of
dust on the portion of the disk exposed through the slot in the jacket for the readwrite head. After removing this disk from its jacket, I carefully and lightly wiped off the dust with a piece of paper towel, before putting it into the "rescue" jacket.
Disk Diagnosis
hi the first case, a disk might have ap
peared to "crash" because the spindle drive belt is slipping on the motor pulley. This condition is probably due to frequent occurrence of the second case, described in
the next paragraph. Belt slippage re quires treatment only if you can't load any disks or only a few. If a new disk spins freely, the trouble is most probably in the other disks. In the second case, the disk is binding in its jacket so that it doesn't rotate freely.
You can sometimes detect a disk with this
fault by holding the jacket in one hand 58
JULY 1989
and trying to slide the disk back and forth in its jacket by inserting one or two fin gers in the spindle hole and pressing
dust^-whether that dust comes from wear on the disk surface or from the environ ment
lightly sidewise, as shown in Figure 1. It
The third cause of disk failure results
takes a little experience to detect this con
from the read-write head in the disk drive
dition unless the binding is really severe. I
sticking on its guide rails. The remedy is
suggest trying it with both a new disk and the suspected disk for a comparison. I'm not sure what causes a disk to bind in its
cleaning and lubrication of the rails (as described in the June 1987 issue of Com modore Magazine.)
jacket, but I strongly suspect that it is due to fine dust collecting in the jacket liner, especially since it seems to occur only with
disks that have been in use for a couple of years. A disk with this problem can be res
cued at the expense of a new disk—in ad dition to the disk to which it will be copied. Contrary to some published reports, the disk jackets don't have the same kind of low-friction liners that are used in tape cassettes. The disk liners seem to be a type of very porous tissue paper that is
bonded to the inside of the jacket. Being
highly porous, it's ideal for picking up
Treatment To verify that a non-rotating disk or a sticking read-write head is the cause of
your trouble, you'll have to partially disas semble your disk drive. [ Warning: This
will mid your manufacturers warranty.] Handle it gently when you do, for some of the inner parts are rather delicate—al though they'll stand a surprising amount of mistreatment. Still, there's no use tak ing unnecessary chances.
The only tools you'll need are a Number
2 Phillips screwdriver (it may look too big
Programming/1541 Disk Rescue for the screws in the 1541, but it will work
better than a Number 1) and either a pair of needle-nose pliers or—preferably—hemostatic forceps. The pliers or forceps are almost a necessity for getting some of the screws started in some of the tight places
when you're re-assembling the drive. Start by disconnecting all cables from the 1541 to avoid any risk of electrical shock or damage to the computer. Next
Now carefully lift the chassis out of the lower half of the case and turn it upside
RUN and press RETURN. If the flywheel
down. Be careful not to lift by any of the parts on the printed circuit board, or you
might damage them. The fuse holder pro jecting out the back or the receptacles for
the serial bus are good places to lift the back end. The bottom of the chassis will
turn the disk drive upside-down, and un
fasten the four screws located in the holes in the corners of the bottom of the case.
Figure 7
You probably can't get the screws com pletely out until you turn the case right-
rotates continually until you press "Q," there's no trouble with a slipping belt. If it doesn't rotate, or rotates jerkily, a possible remedy is given later in this article under
side up again, so be careful not to lose any of them. When the case is upright, lift off the top cover.
If your drive was made by Alps you'll see a shield with small perforations in
Figure 5
part of its top surface. If your drive was made by Newtronics the shield will have
the sub-head "Slipping Belt." If the fly
wheel rotates, but the read-write head— the black object indicated by the arrow in
Figure 6—doesn't move back and forth as the test progresses, your trouble is a sticky head carriage, and the rails need cleaning and lubrication. The remedy for this was
large holes in most of its top surface. In ei ther case, remove the two screws holding
the shield to the main chassis, located on the left side of the drive, as shown by the
given in the June 1987 issue of Commo
arrows in Figure 2. Now lift the shield off carefully—it's held on the right side only
dore Magazine. If your drive is by New
by two small projections on its inner sur face, which snap into holes in the side of
shield to see the read-write head easily. If the flywheel rotates freely and the read-write head moves back and forth, stop the drive by pressing "Q," remove the test disk and insert the disk that won't load. Be sure to insert it with the label to
the chassis. Next remove the three-pin plug shown by arrow 1 in Figure 3. Care fully note its position before removing it^-
tronics, you'll probably have to remove the
Figure fi
the red wire goes toward the back of the drive on mine. Also, note the way the wires from this plug are arranged before removing it, so you can replace them prop erly at final re-assembly.
Now replace the metal shield over the printed circuit board and fasten it with the two screws removed earlier. Next re move the six screws holding the chassis to
look like either Figure 4 (Alps) or Figure 5 (Newtronics). The wheel visible through the opening in the chassis, shown by the arrow, is the spindle flywheel. Replace the serial bus cable from the computer and connect the power cable,
ward what is normally the top of the drive.
Now type RUN and press RETURN again. If the flywheel doesn't rotate freely,
fbm on the disk drive, the computer and the monitor. Type in the following short program:
10 PRINT'STICKY DISK CHECK" 20 PRINT-PRESS Q TO QUIT' 30 OPEN 15,8,15:OPEN 3,8,3,"#" 40 PRINT#15,"M-W"CHR$(180)
CHRSIOCHRSi 1 >CHRS< 0)
Figurei
the bottom of the case. Three of them are
visible in Figure 3, as shown by arrows 2. The other three are in similar positions on
50 PRINT #15,"Ul:"3;0;X;0 60 GET A$:IFA$ ="Q"THEN CLOSE 3:CLOSE 15:END 70 IF D=l THEN 100 80 PRINTTN ";:X=X + 1:IF X = 35 THEND=1
90 GOTO 50 100 PRINTOUT ";:X = X-1:IF X = 1 THEND-0
110 GOTO 50
the other side. You'll probably need the forceps to get the screws out after you loos en them, because the space between the case and the chassis is very narrow.
Stand the disk drive chassis on its right side, so you can observe both the top and bottom. Insert a new blank disk and type
FigureH
the belt is slipping because of a sticky disk. Press "Q" to stop the drive and re move the disk.
Rescuing the Disk For this you'll need a sharp knife and a couple of paper towels or facial tissues. Check them to be sure that they are lint-
free. Take a new disk and holding the jacket in one hand, press the disk toward the edge of the jacket which has the slot for the read-write head, so that is will be COMMODORE MAGAZINE
59
Programming/1541 Disk Rescue as far as possible from the edge where you will open the jacket. Hold the disk jacket on a hard surface with one hand and with the other, cut through the jacket near the edge with the label—the edge opposite the
slot for the read-write head, as shown in Figure 7. Don't try to cut through all three layers of the jacket at once—it's too easy
to make the knife slip and either cut your self, or damage the disk or the jacket. It's best just to score the jacket with the knife on the first cut and make repeated cuts, each a little deeper, using the score as a
sterile gauze pad—it doesn't need to be sterile, but that's the way they come. Un fold the gauze pad until it's about five
inches wide—or a little less—and some what longer, lake a diskette sleeve and fold the gauze over one of the short edges, fastening it in place with a couple of pieces
Insert the sleeve with the attached gauze into the empty old jacket, keeping it
do, don't use a steel straightedge to guide the knife—it might be magnetized, in
as it will go, and work it in and out a few times. Now withdraw the sleeve, turn it
which case it could ruin your disk irretrie vably. When the jacket is cut open, spread the cut edges apart, and holding the jacket in one hand, remove the disk from the jack
peating the steps above. The idea is to ex
the disk, as shown in Figure 8. Place the disk on another tissue and fold the tissue
over it to protect it until you put it back in the jacket, and put it in a sale place. CAUTION! Do not handle any disks with metal tweezers or forceps, unless you have tested the tool with a magnet to en sure that it is non-magnetic. Otherwise, you could ruin a program on the disk. Open the jacket of the sticking disk in the same manner, and transfer the disk to the new jacket. Be certain to have a writeprotect tab over the notch in the new jack et, so there's no chance of accidentally erasing part of the old disk before you
over and re-insert it, keeping it as close as possible to the other edge of the jacket, re pand the jacket slightly and to brush out any dust that may have collected in the liner. Withdraw the sleeve again and re place the old disk in the expanded jacket. Put it in your disk drive and try to load the directoiy or a program. You may be pleasantly surprised. If not, at least you have a copy on a new disk.
CAUTION! Don't seal the cut edge of the old jacket with any kind of tape after you re-insert the disk. Unless you are very
careful, the tape will pull the edges of the jacket together causing the disk to bind again.
Slipping Belt
have made a successful copy. Place it in
If you find in the test described earlier, that the flywheel doesn't rotate with a new disk in the drive, the disassembly
the disk drive and run the test program
must be carried a few steps further. You
again. If the disk rotates freely, go ahead and copy it to a new disk using one i>f the
will need a small amount of some type of solvent to clean the motor pulley, the fly wheel and the belt. I used a solder-flux re moval spray I had available, because it
copy programs which has been published
in recent years, unless it's a copy-protect ed disk. If it's a commercial, copy-protect ed disk, you'll have to use one of the pro grams intended for copying such disks.
The new jacket can be used to rescue
quite a number of old disks. I really don't
know how many, but as 1 stated at the be ginning, I have copied six disks this way, using the same jacket. It might be a good idea to put a special label, such as "First Aid Jacket" on the new jacket and save it in your disk file for future use. Some of the programs on the original disk may not copy successfully, but most of them should. When your copy is com plete, remove the disk from the drive. At this point, you may want to experiment to see if you can rehabilitate the old jacket. To do this, get a two-inch or three-inch 60
JULY 1989
The ones that are susceptible are usually stamped with the letters MOS, although some manufacturers use stylized letters
than the sleeve, keep the edge of the gauze aligned with the bottom of the sleeve.
as close as possible to one edge of the jack et. Press the sleeve into the jacket as far
et, using a tissue or paper towel to hold
charge from your fingers, unless you are using a properly grounded wrist strap.
of "magic" tape. If the gauze is narrower
guide. Make the cut about V1B of an inch
from the edge of the jacket. Whatever you
cuits and can be damaged by a static dis
didn't seem to injure the belt surface. You will need some cotton swabs and a pencil eraser. If you don't have the solvent suggested above—you can buy it at any electronics parts store—I suggest isopropyl dubbing) alcohol. Lighter fluid might work, but if the belt contains any kind of rubber, the lighter fluid could damage it. First, the printed circuit board must be removed to get clearance for removing the
motor assembly. Set the chassis on the bench in its normal position and remove the metal shield mentioned earlier. Note carefully how the plugs on the left edge of the printed circuit board are positioned, and remove them. Don't touch the pins of any of the integrated circuit packages on the board, for some of them are MOS cir
Figure 9
that are hard to recognize as such! You can see what they look like in Figure 3, and also on your own disk drive. Turn the disk drive around so that the
right side is facing you, as shown in Fig ure 9. First, remove the power plug shown by arrow 1. Note that the wires run
behind the plug; be sure to replace the plug in the same position when you recon nect it later. Next remove the two screws holding the heat sinks in place, indicated by the arrows 2. Now remove the five
screws holding the printed circuit board to the chassis. One of these screws is located at the right-front coiner of the board, one at the left-front corner, one at the center of
the left side of the board, one at the leftrear corner and one at the center of the back edge. They are shown by the arrows 3 in Figure 3. Lift off the printed circuit board, handling it by its edges, and put it
in a safe place. Don't lose the screws—
Figure 111
they have metric threads and replace ments are difficult to find in the U.S. Figure 10 shows the right side of the Alps chassis with the printed circuit board removed. The Newtronics chassis is simi lar. To remove the motor assembly, four screws must be removed. Two of them are shown by the arrows in Figure 10, and the other two are in the corresponding posi-
Programming/1541 Disk Rescue tions on the opposite side. Now lift the mo
side, while pulling the belt between the bench and the swab until you have cleaned the entire inner surface of the
tor assembly out of the chassis. You may have to do a little maneuvering, because there are some "ears" on the chassis which
is replaced properly and that the flywheel rotates by twisting the motor pulley with
belt. Lay the belt aside for the moment and with another solvent-moistened swab,
prevent direct withdrawal. Once the motor assembly is free, place
it on the bench upside-down. It will look something like Figure 11. Again, this is the Alps, but the Newtronics is similar. Turn the flywheel while pressing upward on the belt with a finger to remove the belt. Note that the belt has one smooth side and one side with a slight pebbled
shown in Figure 11. With a disk in place in the motor assembly, check that the belt tilt; eraser, as in Figure 12. Replace the
clean the rim of the flywheel. Finally, take a third solvent-moistened cotton swab and
motor assembly in the chassis and fasten it in place with the four screws. Replace
clean the motor pulley by pressing the
the printed circuit board and fasten it with the screws removed earlier. NOTE: It's best to start all of the screws first hold ing the printed circuit board and the heat
swab between the flanges, where the belt rides and rotating the motor pulley by
pressing the eraser against the end of the
pulley and twisting the eraser letween
sink before fully tightening any of them.
Reconnect the plugs from the motor as
texture. The smooth side goes inward.
sembly to the printed circuit board.
Moisten one of the cotton swabs with solvent, lay part of the belt on the bench with the smooth side up, and press the sol
Connect the serial bus and power cables
temporarily and check drive operation us
ing the program given in the beginning of
vent-moistened swab against the smooth
this article before replacing the drive in its case. If everything is all right, remove
the cables, replace the chassis in the lower half of the case and fasten it with the six screws removed earlier. Connect the
three-pin plug from the green indicator
Figure 12
light in the lower half of the case to the PC board, and install the metal shield over the printed circuit board and replace the
your fingers as shown in Figure 12. (Don't have the belt in place as the picture
two screws holding it. Finally, place the top cover on the drive, invert it and re
shows!) Let the solvent dry thoroughly, then re place the belt by reversing the procedure
Figure 11
place the four screws holding the top cover in place.
g
WHAT DO YOU WANT,
FREE SOFTWARE?
If offering free software is what it takes for you to try our GEOS products on your Commodore, then byy golly, we we're re prepared to do it. Just buy any GEOS product from your local Commodore
For every GEOS product you buy, well send
you one of equal or lesser value absolutely free. Which means you can build bui an integrated library for half
OH,ALRIGHT!
dealer and follow the directions on the form below.
n Berkeley
Softworks
the cost.
But hurry. This offer expires August 15,1989. After that, we may not be feeling so generous.
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COMMODORE MAGAZINE
61
128 MODE
ML Programming
Via the
Monitor In the next few months, we'll be exploring the technical, the whimsical and a few things in between. If there's a topic you'd
like to see covered, write to Mark in care of Commodore Magazine, 1200 Wilson Drive, West Chester, PA 19380. In the world of the 128, there are three
kinds of people: program users. BASIC programmers and machine-language pro grammers. This is not a fuedal society with users playing the serfs, BASIC pro grammers the knights, and ML (machinelanguage) programmers the lords. That's the theory, anyway. Unfortunately, in the real world a pecking order exists. ML folks spurn the BASICs, who in turn snub the
users. The poor user stands alone. Ugly,
ugly, ugly.
Ifyou are one of the many who look at a machine-language program listing and .start to panic, I've got some good news for
you. With one simple article you are going to acquire enough knowledge about ma
chine-language programming to: (1) not
feel inferior when a bunch of ML'ers are
strutting around, and (2) become a bud
ding ML programmer. You might not be ready to rule the roost, but you'll get a good enough peek inside of machine lan guage to know what it's all about. I actually wrote an article on this topic
about three years ago for the Commodore
64 but I never submitted it for publica tion. The reason was that the Commodore 64 doesn't have a built-in machine-lan guage programming aid called a monitor.
That meant that most of my potential au dience would never be able to try out what I told them. But with the Commodore 128,
this problem does not exist: the 128 has a built-in, quite powerful ML monitor which you can use.
The term monitor is a bit confusing be cause that's what we also call the screen we hook our computers up to. A machinelanguage monitor is simply a program 62
JULY 1989
that lets you program in machine lan guage in a convenient way. It isn't the only way to program in machine language
and it isn't the best (an assembler is the
best), but it's a great tool for typing in and/or debugging short ML programs. It's perfect for what we want here.
Entering the Monitor With the 128 the monitor is always in tact—all you need to do to get it up and running is to type MONITOR and press RETURN. When you do that you see the following on your screen:
PC SR AC XR YR SP XXXXX XX XX XX XX XX It looks very cryptic until you've done a little machine-language messing around. For this article you'll need to know about only one of the above mnemonics and
that's AC. However, I'll briefly identify what each of these two-letter abbrevia tions stands for and explain the concept to provide an overview of ML programming. A wonl of advice: if you temporarily seem to be lost in the woods, keep walking. We will never get more than a rod or two deep
and just having stumbled through these
sections of the forest will prove beneficial.
The PC stands for "Program Counter."
ML programs don't go by line numbers, they go by addresses. What this means is
that the real computer within your com puter—the CPU (central processing
unit)—does its work by starting at the ad dress pointed at by the PC; after it has
dealt with the instruction found at that
address, it looks at the PC for the next ad dress to deal with and so on to the end of the program. And in case you're wonder ing, there are exactly 65535 addresses your CPU can deal with.
One last word about the PC: it will al ways give you a five-digit hexadecimal number. The first digit has to do with the bank, or configuration, of the system. For simplicity's sake, this number will always be 0 for the work we're going to do. Men tally strip it off and look at the last four
digits to see the address we're actually on.
SR stands for "Status Register." A reg ister is nothing more than a memory cell, a byte, somewhere in RAM that holds a number between 0 and 255. This particu lar register always tells the CPU the sta tus of certain things, like whether or not the last thing that happened resulted in a negative number or a zero.
The AC, XR and YR are the three most crucial concepts you need to learn to un derstand when doing ML programming.
AC means Accumulator, often simply called A. This is the main register you will deal with. Many instructions you put in your programs will cause the CPU to look at the Accumulator's contents (which like all registers is between 0 and 2551 and then do different things. More on that later.
XR and YR are the X and Y registers. These two work together with the Accu mulator most of the time. The chief differ
ence between them and the Accumulator is that they can be used as indexes. For
example, you can load the Accumulator with whatever is in memory cell 2500 by typing LDA 2500 (which means "Load the Accumulator with whatever's in address 2500"). If you do it this way: LDA 2500,X
you will load the Accumulator with what ever is in memory cell (2500 + X). If X happens to be set at 5, then your LDA
2500,X will give you the contents of mem ory cell 2505.
This simple article of ours won't require that you do any indexing... in fact, we won't mess with the X and Y registers at all, or the Status register or the Stack Pointer (SPl. The Stack Pointer is the last of the symbols we see when we first enter the monitor. You don't need to worry about it at all for now and seldom for most machine-language projects (though the CPU will use it a lot). That's what those six abbreviations stand for. The numbers you see below
them are nothing more than their con tents when you first enter the monitor. And to be quite honest, we don't care what
they say for now.
128 Mode/ML Programming Hack Time
Let's write a program. There is no better
way to learn ML than by doing. I promise to go slowly, to hold your hand, and to
avoid quicksand. Start by entering the
monitor. While you don't actually have to get up from your easy chair right now and
We are placing the hexadecimal num
ber $0D into the Accumulator. The pound sign (#) means we want the number $0D, not whafs in the address $0D, and the dol lar sign ($) means its hexadecimal. $0D equals 13 in decimal. Trust me. With our $0D in the Accumulator, we're ready to
type this stuffin, it's not a bad idea.
store it somewhere. Type this: A00C03STA$314
puter interrupts itself with annoying reg
cumulator in whatever address follows. Why did we store it in $314? Because that's an important address for the inter
We're going to write a machine-lan guage interrupt program. Since the com
ularity (60 times a second), we'll hop into each interruption and tell the computer to
move a sprite for us. Doing things via the interrupt makes magical things happen. We begin by typing this: A 00C00 SEI. (You'll need to hit RETURN after every
line.) Let me explain what we just did.
The A means "assemble." Since the CPU doesn't know what SEI means or anything else we're going to type in, we need the monitor to interpret, or assemble, our commands.
The 0C00 (strip off the first 0) is the memory address we are going to place our program. It happens to be a free area of memory that is very handy for short rou tines. If hexadecimal numbers aren't sec ond nature to you, don't worry about it
STA means to store the value in the Ac
rupt. Actually, it's half of an important ad
dress. We need to put the other half in
memory address $315. By the way, we can drop the dollar sign; the monitor will sup ply it for us):
AOOC06LDA#$OC A OOC08 STA 315 We reload A with a new value ($0C) then store it in the next address following 314. You'll see why we stored an 0C and an 0D in consequetive bytes in just a min ute. We're done interfering with the inter ruption process so we need to tell the CPU that. Here's how:
A OOC0B CLI AOOC0CRTS
The first command means "clear the in
lock up because we haven't put anything at 0C0D for it to do. So we need to write
another ML program. Wow, two programs in one article—we're making headway.
The Actual Interrupt Routine
Back to typing. A 00C0D LDA DC00 This line loads A with another memory cell's contents. Address DCO0 just so hap pens to be the byte that always knows
which direction the joystick in port 2 is be
ing pressed. So the Accumulator will now contain that information. We're going to see if the joystick is being pressed up or down. First well check for up. A00Cl0CMP#$7E A new instruction appears, CMP. This causes the CPU to compare whatever val ue is in A with whatever value follows our CMP command, in this case S7E. Why
$7E? Because if the joystick is being pressed up, that's what number will be in DC00. But why, you press. Don't ask. Re
member, this is an introductory piece. You'll just have to trust me that I know what Fm talking about. And trust me, you can trust me.
OK, the CPU compares whatever was in the Accumulator (which is whatever
0C00 equals 3072 in decimal numbering. Our monitor is smart enough to work with decimal numbers if we choose: we could type A + 3072 SEI and we'd get the same result (the plus sign tells the monitor it's a decimal value). But for our program we'll
terrupt flag and get back to normal inter
was in the joystick register) to $7E and
rupting." The second command, RTS, tells our CPU to Return from the Subroutine.
in the Accumulator because that's what
stick with hex. It's actually more conve
from the bird's-eye view.
nient.
We created a short ML program. All it does is place two new values in addresses 314 and 315. But these two bytes, side by side, are a pointer that the CPU looks at 60 times a second to see where to go. Nor mally, these two bytes hold the address" FA65 because that's where the computer's interrupt program resides. But we have
SEI is an instruction that the monitor understands much the same as PRINT is a comand the BASIC interpreter under stands. It stands for "Set Interrupt Dis able Bit." Which, in layman's terms
means, "Stop all CPU interruptions for a second so we can slip our routine into place."
After we press RETURN, the computer
will respond by assembling our line and printing out a coded version of it: A 00C00 78 SEI The only new element here over
what we typed is the 78 in the middle. This is the numerical value of the SEI command. This our CPU understands.
You'll also note that an A O0C01 appears on the screen below our first line. It's like
automatic numbering allowing us to skip typing the address each time, a nice con venience.
Our second instruction will be a famous one: IDA, which, as already mentioned, means Load the Accumulator. Here's how well use it: A0OC01LDA#$OD
What subroutine? The one you just wrote.
Let's float up over the trees for a moment and take a look at what we've created
changed it to point to our own interrupt
routine which will begin at address 0C0D. 'When we first run this program—by
typing SYS DECC'OCOO")—the PC will be loaded with the address 0C00 and the CPU will look there to see what to do. It will see our SEI instruction so it will do that. Then it will look at the PC again to see where to go next, and since we didn't tell it to jump anywhere else, the PC will point to the address just after the SEI in
struction. So the CPU will do what's in structed there: load A with #0D. Then it drops to the next instruction, stores A, and so on. And that's how machine lan guage works.
The only trouble is, if we would run the program right now, the machine would
let's say that, sure enough, there's a $7E direction the joystick was being pressed
when this command was encountered. We now need to tell the CPU what to do. A 00C12 BNE 0C17
Here we tell the CPU to Branch to ad
dress 0C17 if the comparison we just made was not equal. Almost always, right after a CMP instruction, a branching instruc
tion will occur. The CPU sees this, checks the Status Register to see if the compari son we just made resulted in a true or
false condition (trust me), then branches (or doesn't) to the address that follows. If the joystick was indeed pressed up then our comparison results in Yes, the two numbers are equal and thus the CPU will ignore branching to 0C17 and simply fall through to the next instruction.
A O0C14 DEC 11D7
This will move sprite #1 up one pixel.
DEC means Decrement whatever address follows. 11D7 just so happens to be the ad dress that positions sprite 1 vertically on
the screen. By decrementing whatever value happens to be in 11D7, we effective
ly move the sprite up one slot. In other words, if the sprite was at posi tion 100 vertically, DEC will make it move to position 99. What happens if the sprite's at position 0 and we decrement it? COMMODORE MAGAZINE
63
128 Mode/ML Programming
A 00C1BINC 11D7
jt rolls around to the highest number a
Look familiar? It should. It's doing just the opposite of line 0C14. Instead of de
byte can hold, 255. And thus our sprite goes to the bottom of the screen to start
are increasing (INC means increment) by
scrolling upwards another time. Now what do we do after moving the sprite up a spot? This: A0OC17CMP#$7D A00C19BNE0C1E
If you glance up you'll notice that this
address, 0C17 is where we would've come in the first place if the joystick hadn't been pointing upwards. After decrement
ing our sprite's position, the Accumulator still holds the value of the joystick. Since it was pointing up that value is $7E. So when we drop down to line 0C17 we will compare our $7E with $7D and those just ain't the same. Therefore, the following BNE instruc tion will be followed, and the program will branch to line 0C1E. OClE is the end of our routine but we're not quite ready to type it in yet. Why not? Because some times when we're going through this loop
the joystick will be pointing down and thus a $7D will be in address DCOO and consequently in our Accumulator as well. And in that case we won't branch to OClE, we will fall through to the next line.
Software Reviews/Serve & Volley Continued from page 14
and top-spin. Once this shot is selected by
the player who is serving, a green target
area rectangle—with a center line—is visible that lets players know how difficult
their shot will be. IF the rectangle is long, the shot is easy, and it will be easy to re
turn the shot. The "degree of difficulty" is also displayed numerically. In order to correctly serve the ball, the
player must watch a thermometer-like bar as it moves toward the green rectan gle. If the server hits the fire button when the bar is within the rectangle, the shot will be successful to a degree. If the mov ing bar stops exactly on the green-rectan
gle center line, the shot will be perfect. Shots within the green rectangle area, but not exactly on the center iine are success
ful, but not as accurate. Announcement of shot accuracy is indicated in the control
box.
When the ball is approaching—as in real tennis—you must simultaneously
aim your shot, pick the type of shot you
want to make, and time the bail to hit it exactly. Aiming the shot is accomplished
by moving a yellow dot in your opponent's area on a map of trie court. This map ap
pears in the control box immediately after 64
JULY 1989
creasing our sprite's vertical position, we
one. So if the joystick is pushed down, the sprite will go with it. A00C1EJMPFA65 The last line of our program is a jump to the address where the real interrupt rou
tine begins. By jumping there we leave the rest of all this interrupt business to the machine. Before continuing, let's save our cre
ation. Get on a blank line and type: S
monitor by typing X on a blank line and pressing RETURN. Once back in BASIC you'll need to first get a sprite showing on the screen. Type this in direct mode: SPRITE 1,1,2:MOVSPR 1,100,100
if nothing shows up then you'll need to
define a sprite. Use the SPRDEF com mand to design a sprite shape for sprite 1. Then exit and repeat the above sprite commands. Now we need to install our interrupt. Type SYS DEC ("0C00"). When you press
RETURN ... nothing happens. Nothing yet, that is. Plug a joystick into port 2 and press it up. Y:i-ha, our sprite moves
"OUR CREATION",a,0C00,0CFF [RE TURN], Be sure you have a disk in the drive. If you ever want to re-load it, you can do it from BASIC by typing BLOAD "OUR CREATION". Let's review what we've done. We in stalled an interrupt routine beginning at OCOD. After our routine has been execut ed, the computer can go merrily off on its own interrupt routine. While in our rou tine, however, it has the task of checking
smoothly upward. Press down. Ya-hey,
the joystick register and comparing it to an up move and a down move. If either oc
the initiation rites. Some of you will be in
curs then our routine will move sprite 1
accordingly. We need to try it out. You can exit the
happy just to kind of know what it's all about. And all of you will no longer cower in the presence of the ML Lords. a
the ball has been hit by your opponent.
racquet during the hit seems impeccably
Your choice of shots includes volley, smash, lob, forehand or backhand shots.
down she goes. If you've stayed with me this long, you
are absolutely no longer an ML Cheekako (greenhorn). We didn't just create an ML program, but a sophisticated interrupt routine. Not bad at all. Of course, there are dozens of ML instructions we didn't
look at, and lots of questions in your head that are unanswered. But once you've done this much, you have passed through spired (o dive into ML while others will be
correct.
And timing the hit is made with the ther
Training Value
target.
is great. Getting new tennis buffs to think
Strobe View
about where to place the ball, how fast to hit the ball, whether to use top-spin, slic
mometer-like bar and green rectangle
Reality is simulated dramatically with
the software's trademiirked "Strobe-O-
As "training" software, Serve & Volley
ing or a flat shot accounts for probably
90% of the game. Players easily become
Stroke" view of each hit of the ball. In the control box, after all the decisions are
engrossed in a thinking process that mir rors play on a real tennis court. There is
hands, smashes, lobs and the like.
almost no mental difference between a real tennis game and the 64 version. Another reason for Serve & Volleys tre mendous training value is that it offers a visualization of the actual stroke needed
made regarding positioning, aiming and hitting, a graphic appears. This graphic shows the relative arm-and-body position of the player—different for serves, fore
The graphic also shows when the ball is
very near the player. Since all decisions
have been made, the graphic shows the completion of the shot, as if it were photo graphed in slow motion. In fact, the graphic is even better than a slow-motion
picture. Players see the tennis racquet moving from the proper starting position,
to hitting the bail, to the follow through.
The action of this graphic is smooth—to
the point of almost appearing like a movie of the actual volley itself. The extension of the racquet for a correct serve is correct and lifelike. Even the slight turning of the
to hit the ball. Since the graphic provides
the start of the hit, the actual hit and the follow through, the player can correctly "watch himself" making the hit. Most athletic coaches realize the value of an athlete "visualizing" a successful move.
This software helps the player to do just that.
The combination of the close-up StrobeO-Stroke"* view, the need to make many quick decisions, and the consistent backand-forth action of the game makes Serve & Volley a package with which one can fall in 'love." g
AMIGA UPDATE"
by Matthew Leeds
Still Video It looks vaguely like a standard film camera, all the familiar parts are
there: lens, viewflnder, flash, shutter re lease; but when you open the back to put in a film cartridge you find a two-inch mi cro-floppy already in place. This odd beast is a still video camera. They come in all shapes and sizes; the
earliest looked like shrunken camcorders, later models took on the more familiar ap
pearance of 35mm SLR's, and the newest look more like overgrown 110 cameras.
The one thing that they all have in com mon is that two-inch floppy and the still video images stored on it. Still video cameras record single video images on a magnetic floppy disk. Once stored on a disk, images may be played back for viewing, printed out on a video still printer, transmitted over telephone
lines via a still video transmitter, and cop ied from disk to disk with little or no loss of fidelity.
Still video recorders can be included in
a camera (still video cameras, think of a camcorder) or can be stand-alone units similar to VCR's. The video input source can be any standard video signal, with
some recorders accepting analog or digital RGB as well. All still video devices adhere to a stan dard format for recording and playback. The storage medium is a two-inch hard shell floppy disk, similar to the 3.5-inch
floppy used in the Amiga. The disk spins at a constant velocity of 3600 rpm and is
divided into 52 tracks. Two of these tracks are reserved for directory information
(sounds very similar to an Amiga's hard disk set-up). Unlike Amiga floppy or hard drives, the still video drives contain only a single head, but that head can read two adjacent tracks simultaneously. The reason for this unusual design re lates to the image recording capability of the still video format. Images can be re corded in two modes or quality levels: field or frame. You may know that NTSC video consists of two sets of interlaced images
MavicaM Still Video Camera, Playback Adaptor (MAP-T1), Optional Remote Control (RM-C1). Mavipak* Disk
As you may have deduced, still video images can be stored as either single
fields, allowing a total of 50 images to be stored on a single two-inch floppy, or as full frames, resulting in B maximum of 25
images. Playback of a full-frame image requires that the floppy drive head read
the two adjacent field tracks at the same time.
It's important to note that the video im age is stored on the disk as an analog sig nal, not a digital signal. Still video equip ment cannot substitute for a digitizer or frame grablx;r, although it ran be used to provide flawless still video for digitizers
that require a still image to function cor rectly. The two-inch floppy disks used in still video can store around 800K of data as digital information, not nearly suffi cient to handle the files that would be cre
ated by converting many analog video im ages to a digital format. By keeping the video signal analog, the access times for any given image are kept very low. as anu
the recording times. Some still video cam
eras can record four to nine images per second. Just as an aside, the storage capacity for digital information of the two-inch still video floppy would support the same
amount of information stored on Amiga
a thought.
What's Available
The still video format has been stan
dardized, and by 1986,43 companies had agreed to support a single format for stor
age on still video floppy disks. Included in
that standard was support for audio
tracks. Each track can store just under ten
seconds of audio information. A few cam eras include microphones so that you can
record comments about each image, and
most still video recorders have audio in put and output jacks. Now that we underetand the basic for
mat of still video images and their record ing medium we can look at some of the hardware available for use in still video systems. The beginning of any still video system is a camera. Still video cameras owe much of their design to Single Lens
Reflex [fiOQ 35mm still cameras. They
usually offer auto-focus and auto-flash, with the flash built in on some units, and a hotshoe-mounted extra on others. The lens may be a fixed focal length in
some ofthfl low-priced consumer models, but is often a zoom lens in the more ex pensive systems. Most offer an LCD
readout panel with information on lens and shutter settings, numbers of tracks used or unused, white balance mode (re member, this is video), and other useful data. Oddly enough, many cameras do not
composed of the odd and even lines on
your TV or monitor. These two interlaced images are displayed sequentially to in crease apparent resolution and reduce
flicker. Each odd or even half of the com plete image is known as a field; when dis played together the two fields create a full frame.
floppy disks. Just imagine a laptop Amiga using two-inch floppy disks. As 1 said, just
provide any means of playing back record
ed images. The newer consumer models
Sony* Still Video Recorder (MVR-A77II)
do provide this capability. Stand-alone players and player/re corders offer a wide range of features.
Some, such as Sony's portable MVR-A770, COMMODORE MAGAZINE
65
Amiga Update/Still Video can be battery powered, and have a jogshuttle search dial for quickly finding a specific image. Some players can be pro
grammed to play back images in a specific order, while others can be computer con trolled I more on this later). On-screen dis play of the date of recording, track num
ber, image ID numl>er, and other track in formation is provided by high-end players. A graphical display of the tracks used and
whether they contain field, frame or audio information is also available. The one thing 1 have not yet seen is a dual drive recorder. If you want to dub from one disk to another you will need two units—at minimum a camera and a recorder or player. In addition to players, several compan ies market still video printers. These are
Specialized color printers that use either
high-density ink jet or thermal transfer technology to convert a video image into color hardcopy (see "Color Hardcopy Op
for transceiver protocols, but since this would obsolete existing units, agreement has been slow in coming.
with you, or convincing your friends to
What's to Come
ply connect your Amiga to your still video recorder or camera, record the image,
A prime example of the advantages of
fered by still video over conventional vid
then bring the recorder or camera (provid
eo and still photography was recently
ing it has playback capability) to your
demonstrated during the inauguration of President Bush. An Associated Press pho tographer used a still video camera to cap
friend's home and display it on their TV.
alter the image was taken. This kind of
offers the possibility of computer control.
immediacy will become more prevalent as
the technology moves towards greater standardization. Imagine in the not-too-distant future a video-phone with a two-inch floppy slot in the side. You call up your parents and
send them a still video image of their grandchild, or you call a client and send an image of a color ad or architectural
end still video printers will start showing
en-figure color printer, and the downward
malls. A typical unit would include a slot for payment, a second slot for you to insert your still video disk, a color monitor and controls for selecting the image to print. Color correction controls may also be pro vided as well as cropping and zooming ca pabilities. Another peripheral for still video sys
tems is the transceiver—a device for send ing and receiving still video images over telephone lines. Each manufacturer of transceivers has developed its own special way of encoding still video images for transmission, and the standardization
that exists for image storage on disk does not extend to transceivers. If you want to
receive a still video image from someone using a Canon transceiver, you had better have a Canon transceiver on your end as well. This lack of standardization has so far retarded the development of service bureaus that accept telephone line-deliv ered images for printing. There has been some discussion of developing a standard 66
JULY 1989
slightly larger than a notebook and weights under six pounds. Many of the still video recorders and
rendering for their approval. It appears on
credit card-operated units in shopping
The Sony portable recorder/player is just
ture an image of the president taking the oath of office. The image was transmitted over the wire service less than a minute
tions," May 1989 for more information). There is a great range in both quality of output and price in video printers. Some printers are available for under $2000 while others can run in excess of $10,000. The cost per print am also vary quite a bit. In general it starts a little below a dol lar per print. Since several manufacturers are target ing the consumer market with still video cameras, you can expect that by year's up in one-hour photo labs and drug stores, and I would not be surprised to see coin- or
come over to see your latest ray-traced im age (four day's worth of rendering time— they had better come look!) you could sim
the color monitor in the video-phone and
can be stored on a still video floppy at the
other end. This fantasy may become reali ty in the very near future. Looking a little further down the road, as still video color printers show up in re tail establishments it seems that this
would provide an economical avenue for color hardcopy of Amiga-generated im ages. Not everyone can afford a six- or sev pressure that retail availability exerts on product prices will be a welcome expe rience for Amiga enthusiasts looking for
an alternative means for obtaining color hardcopy.
Current Applications
There are applications for still video
technology right now as well as in the fu ture for Amiga owners. Still video offers— as its name implies—a rock solid still vid eo signal. Most of the video digitizers on
the Amiga require a still video signal to
capture color images. Have you ever tried to get your cat to sit still under a video camera while you spin a color wheel to di gitize its image? Capturing images to be digitized on a still video disk first means
you don't have to drag your Amiga and di gitizing set-up around with you. You don't have to take film-based pictures, wait for them to be developed and printed, and then stick them under a camera and color wheel.
Still video also offers an excellent way
of showing off computer-generated im ages. Instead of dragging your Amiga
players have a serial jxirt connector that Kodak already has on the market a multidisk unit that can handle up to 30 still video disks at a time with an image-to-im
age seek time that maxes out around six seconds. It can also be pre-cued for the next image. The multi-media possibilities are endless. So are the possibilities for im age databases; 30 disks translate to 1500
separate field images, and Canon is work ing on a 12-inch optical disk recorder that uses the still video analog data format and can hold 54,000 images on a side. Most of the current still video systems offer a horizontal resolution of around 320-360 lines. Horizontal video resolution (left to right) is generally scaled in lines,
although it really refers to the number of pixels that can be resolved on a horizontal line. The vertical resolution (top to bot tom: of video is fixed at 525 lines by the NTSC standard, although for various rea sons as few as 300 or less may be discerna-
ble on many systems. A new Hi-Band still video standard has recently been an
nounced that boosts the horizontal resolu tion to 500 lines. Be sure to read the speci fications on any system that you intend to purchase, as at least one manufacturer is using the phrase "high band" while their horizontal resolution is specified at only 360 lines. As in all new technologies, more than a little confusion and marketing hype creeps in.
If you are interested in getting into still video, both Sony and Canon have consum
er cameras on the market at well under $1000 list price. By the time you read this there may also be other manufacturers on the market with low-cost consumer cam eras. Minolta has a still video back that attaches to their Maxxum SLR and con verts it to a still video camera. Nikon,
Casio, Olympus, Konica, Kodak and Pan asonic have either announced consumer still video cameras or have industrial sys tems that may indicate an interest in pro ducing consumer systems in the near fu ture. " a
AMIGA UPDATE
Amiga Public Domain As promised, this month I have re
viewed two great animations that re
quire two megabytes in order to run. Oth er features this month include the first ex ample animations from Sculpt 4D and 3D
Professional plus an important update to the great adventure game Moria. For each program, the author is given when known. If I obtained a PD program
directly from PeopleLink's AmigaZone, I list the AmigaZone download file number, so those of you who have access to PeopleLink and its AmigaZone can quickly download the file. (If no file number is giv
en, the program may still be on PeopleLink, but I obtained it somewhere else.) When a public domain program has been classified as shareware, this is also men tioned, with the suggested amount. Unless I specify otherwise, all anima tions reviewed here require one megabyte in order to run. Monkey3D: by Peter Kurjan
This is a very nice Sculpt animation of a large monkey juggling bananas while running around in a circle. The animation
includes a reflective puddle of water and some cute digitized sound effects. It's a re freshing change of pace from that old ro bot juggler. 54321: Author Unknown (AmigaZone file #15542) An ANIM format animation that essen
tially previews 3D Professional, an anima tion package from Progressive Peripher als. This animation shows a set of animat
searchlights ablaze is seen flying around
the skyscrapers of Chicago. While this seems normal so far, you soon see that this helicopter is flying above an AT-AT Walker (from the movie The Empire Strikes Back as well as the
first Walker demo) which is on a rampage through Chicago. As soon as the gunship spots the AT-AT with its searchlights, it fires an intense salvo of laser blasts at the AT-AT. However, these laser blasts harm
lessly bounce off the AT-ATs armor. Then the AT-AT fires a return salvo that hits the helicopter's engines, and in seconds the gunship explodes in a fury of heat and light. At the end you see the message: "COMING SPRING 1989 TO AN AMIGA NEAR YOU."
ed 3D numbers with a very nice rendered chrome surface.
Throughout the demo some simple yet nicely-done title screens appear between the eight different scenes. Remember, this
Walker II: The Trailer: by Brian
demo; only about half of the screen area is
Williams and Imaginedcs, Inc. This is the second animation demo from the people who created the incredible Walker animation (reviewed in the Janu ary '89 "Amiga Public Domain"). This is
not the sequel to the Walker animation,
is just a trailer for the real Walker H used for the demo display. As a result, this
reduces the effect of the demo on an RGB monitor. When I ran the demo on a sevenfoot projection screen at a recent user group meeting, this demo received thun
derous applause from the crowd! Needless
Trailer easily surpasses most other fin
to say, the finished Walker II demo (which should also include longer scenes) should receive plenty of praise from the Amiga community. The Walker II: The Trailer
ished animations! Walker 0: The Trailer opens with an
der to run.
but rather just a preview of what Walker
II will be like when finished. Even in this preview it's easy to see that Walker II: The
ominous view of the streets of Chicago at night. Then a helicopter gunship with
demo also requires two megabytes in or (NEWS FLASH: I have just learned that Imaginetics has released one mega-
byte versions of both Walker and Walker
II: The Trailer, so those who have only one megabyte of memory can view scaleddown versions of these animations.) DrZorb II: by Timothy Hanna (AmigaZone file #15820-15823) This is the sequel to the animation
DrZorb (reviewed in July '88.) Although the DrZorb animation was a very good one, it bears little resemblance in terms of
both content and quality to its successor. When you click on the Director film
icon, the first thing that happens is that you hear hideous laughter (almost identi
cal to that heard in the ending moments of tliu original animation) while the ani mation loads. Next the title screen is dis
played, which includes a digitized skull that falls to the bottom of the screen and breaks in two, to the sound of booming thunder. Up to this point DrZorb II seems to be of
the same haunting theme as its predeces sor. But once the main animation se quence starts, you'll soon realize that DrZorb II is meant to tickle your funny bone rather then sending chills up your spine. When the curtain opens, You are presented with a surprisingly silly thing—skeletons dancing to Christmas music! Yes, the animation sequences are comprised of digitized complete human skeletons that take up the full screen in animation.
As for the music, well it isn't exactly "Jingle Bells." If you've ever seen the Bass COMMODORE MAGAZINE
67
Amiga Update/Amiga Public Domain & Rankin Christmas show A Year Without
a Santa Claiis, you'll immediately recog nize that these skeletons are dancing to the favorite theme song of that prince of
the game much more enjoyable for those who do.
Help: by Gerard Lachac An Amiga port of the UNIX Help com mand. Help allows you to set up a docu mentation directoty rilled with documen tation files from your favorite programs, then call documentation for any program just by running Help. Help requires
pyrotechnics, the Heatmciser! What's even more remarkable about the music is
■IDAnim: Author Unknown (AmigaZone file #15623) A very nice animation that shows oft" the power of Byte-by-Byte's top-of-the-line
that it lasts lor over two minutes (and
ray-tracing package Sculpt 4D. 4DAnim
arp.library installed in Libs: and that the
depicts a glass sphere within a glass sphere over a checkered floor. The anima tion is in the form of the familiar space ship used in Allen Hastings' Infinite Loop
More program be available as well.
videotape (which of course was ported
plenty of uncommon programs before—
we're talking about all direct sampled mu sic here, not composed music). Needless to say, the end result is quite extraordinary.
DrZorb requires two megabytes to run (making it the first non-Imaginetics demo to enter the two-megabyte plateau). DrZorb II is yet another' example of some
from VideoSvape 3D to Sculpt 4D via Syndesis' Interchange program) circling the
The Director.
two spheres. The resulting reflections of the spaceship off the two spheres provide a
Moria version 3*0: by Bryan and Richard Henderson (AmigaZone file #15421-
ors (mainly since the checkerboard is
of the wonderful tilings you can do with
15422)
The Hendersons have released version 3.0 of the vety sophisticated fantasy role-
playing adventure game Moria, which was featured in the October '88 install ment of this column. There have been many improvements in Moria, but the most obvious one is that Moria is now
much faster. When you are moving through a long corridor, it no longer takes a short eternity for you to get to the end. While this improvement alone makes this a major upgrade, the Hendersons
very interesting animation to say the least. While this animation sports few col black and while), the apparent resolution quality (due to the use of HAM model and countless reflections made this a very good Sculpt animation.
Judy: by Ron Peterson
The Director has been used to create Judy is an example of a talk show created with The Director. Although there really isn't any animation to speak of, there are plenty of digitized scenes, sound effects and even a commercial (which I thought
was the best part of the show). Also, if you enjoy talk shows that aren't exactly bor ing, you'll love what happens here. (Ger-
aldo got off easy compared to the hostess of this show!)
teaching state capitals using The Director. You can choose between one or two play
Kick: by Tony Solomon and Paul Fortin (AmigaZone file #15124) A cute display hack that shows what it was like to own an Amiga 1000 during 19a5. NOTE: Make sun you aren't run
ers and study mode or test mode. (In study mode the correct capitals are given when
ning any important programs that have unsaved data before running Kick.
Capitals: by Linda Marquess
A simple educational program for
a question is answered incorrectly.) The program keeps track of a student's pro gress fay coloring in a state on the map
added to all text messages in Moria,
when the student gives the correct capita]
PathAssign: by Anders Lindgren (AmigaZone file #15282; Shareware: S10) If you've ever wanted to increase the
which makes it much easier to recognize what has just happened to your character
for that state.
sii» of your fonts or C directory but didn't
didn't stop there. Color codes have been
(if you don't understand how important
this is, then you have never played Moria for longer than three hours at one time).
Coupon Keeper: by Michael Bodin (AmigaZone file #15052) A database program created especially
Likewise the mana and hitpoint displays are also now colored for the same reason.
for keeping track of grocery (or other) coupons. The supported fields are Brand
The shopkeepers now no longer haggle with you alter you've become a regular customer, which takes much of the mono tony out of the game. You can now use the mouse for movement (which is quite handy in the town level} and to identify objects and monsters. A few graphic im provements have been made, including IFF screen additions, additions to how the dungeon walls are displayed and improve
Name, Product, Savings (amount),
ment in the town level graphics.
And finally, although it isn't mentioned
Exp.Date, Restrictions and Comments. While this program will do things like re move old coupons and perform searches, ita most useful feature takes a grocery list that you have input and searches for all coupons that match up with items on this week's list.
sample. Once you load a sample, the pro
levels now include a few powerful magic
gram will compute a 256-point Ft1"!' (Fast Fourier Transform) and then graphically display the harmonics of the sample. You can then play back the sample at any rate. There is a cross mark on the screen that can be used to find out the frequency and time of occurrence of any plotted point on the graph.
items that would not normally be there.
those who didn't like Moria, they make
68
JULY 1989
need. PathAssign allows you to assign a
directory like fonts: to multiple directories on (he same, or even on multiple disks. The order you input for the target direct ories when you use PathAssign deter mines where AmigaDOS will look first for a particular file.
Those who have hard drives may stili want to use this program, since you are
now not forced to fit 100 dillerent fonts
into one directory (which can cause for a lengthy delay when getting directories, es
pecially if use an AmigaDOS Dir alterna Spectrogram: by Richard Home This program displays an audio spectro gram, or voice print, of any IFF sound
in the documentation, the top dungeon
This makes the beginning of the game much easier for the novice player and al lows veteran Moria players to get a new character up to speed a bit quicker. Al though these changes may not convert
have enough room on your system disk, then PathAssign is something that you
tive like LS that formats directory listings before displaying theml.
Pass-the-Bucks: by Bob Duflbrd (AmigaZone file #15583; Shareware: amount not specified] A personal accounting program. Basic features include multiple accounts, chron ological journal display of transactions, percentage display of account values ver sus budget projections, net worth display, ledger displays, reconciliation of checking
Amiga Update/Amiga Public Domain accounts and credit card statements, ac count balances (with a choice of month, quarter or year-to-date values) and others. Options for an interlaced display and ac cess to the PD program PopColours (used to change the colors of the screen) are also included in addition to many function en
tries in the menus. RexxMore: by Carl Parramore (AmigaZone file #14952) RexxMore is a short Arexx program that adds file requester support (using the ARP file requester, therefore arp.library must be present in libs: when running this program) to the Workbench 1.3 More text file display program. Those who have Arexx and use ARP can now have a text reader that can be used from Workbench while still being able to display text files
that don't have icons attached to them.
Sorry!: Author Unknown (AmigaZone file #15299) This in an Amiga port of the popular
board game Sorry! from Parker Brothers. The game is 100 percent mouse-oriented,
and includes menu options for up to four human and/or computer opponents, move suggestions and one-game play option. Game piece movement is very quick, and the graphics for the game are quite ade quate. One interesting note about this game is that it was apparently written by
someone at Parker Brothers, since the company's address is given in the program in case anybody would like to send in donations.
two large batch files (one called Setup and one called Shutdown} which contain set
up and shutdown statements for many dif ferent programs that can't be run as is.
Once you've done this, just run Setup, and the setup commands for the program you specified will automatically be executed.
Then when you want to return your envi ronment, just run Shutdown and all the
reset commands that are needed to be ex ecuted will be run. While you do have to
properly set up the Setup and Shutdown batch files yourself, these programs can make it much easier to run programs that require a certain environment be set up before they will work.
AutoMount: by Khalid Aldoseri Jeffs-SS: by Jeff Marks
(AmigaZone file #15844)
(AmigaZone file #15015)
If you have more than one device to be mounted (including multiple hard disk
A set of text files (three AmigaDOS batch files and two MountLists) that can
create a Startup-Sequence that asks you
partitions), AutoMount can shorten the
Showfont version 3.3: by Arthur Johnson, Jr. (AmigaZone file #16011) Version 3.3 of the font-viewing program
to choose between eight different RAD: configurations when booting. The options
time it takes for your Startup-Sequence file to run its course. Using the default method AutoMount will automatically
Showfont, which was last discussed in the
include no RAD:, a small non-bootable
mount every device listed in MountList
RAD: with or without the c: commands
(you can also force AutoMount not to mount a device in the listing by adding a
May '89 installment of this column. Sev eral important bug fixes have been made, including what Arthur refers to as the "slider gadget's happy post-release flicker ing," which I had mentioned as a bug
when I reviewed version 3.1. The major new feature that's been add ed is that you can find out what key se quence you must press on the keyboard in
order to have a particular font character rendered. Sniplt version 1.2: by Scott Evernden (AmigaZone file #15127)
Version 1.2 of Scott's cut and paste text program Sniplt, which was first reviewed in the February '88 installment of this col umn. The major new addition is that the program now supports cut and paste to/
from all windows (instead ofjust console windows), and the ability to insert a fixed prestring before each line of text is pasted (the prestring is user-definable). Sniplt now has an option for changing the location of a text character cell (this
helps to make Sniplt work successfully
with non-console windows). You can rede fine the control keys that activate Sniplr's operations from the command line. If you're trying to cufpaste text from a win
dow that normally would scroll (for exam ple, an online conference), Sniplt can freeze the window if necessary. A patch
program has been included with Sniplt so that you can now use it with Dvorak, Eu
ropean and other custom keymaps.
copied to it, and a fuil size RAD: with ei ther nothing in it, or the contents of dfD:, dfl: or your Scribble! disk copied te it.
SysCheck: by Jim Butterfield (AmigaZone file #15170) If you remember 1.2 at all, and had up to update your system disk(s) to 1.3, you may want to use SysCheck to make sure that all the files and commands on your system disk are indeed the 1.3 versions of
those files. I understand why SysCheck doesn't check some files that don't change (like all the fonts), but I was shocked to find out that SysCheck doesn't check any
thing in the devs: directory. This fact alone basically defeats the purpose of Sys
Check! While you can use SysCheck to
check at least some files on your system disk, the program will not check all the important Workbench files that should be updated in order for the user to be confi dent that his entire environment has been upgraded to Workbench 1.3. 4Utils: by Arthur Johnson, Jr. (AmigaZone file #15956)
This archive contains four programs, but only two are unique and worthy of mention. If you have many programs that require many CLI commands te be ex ecuted before they can be run (C compil ers, FRP games and Director animations are a few that come to mind), Setup and Shutdown can make life much easier.
With these two program you can create
text string before its name in the listing).
You can also specify via command-line arguments which devices should be mounted, instead of letting AutoMount mount every device it finds. There is also an option for floppy users that when in voked will tell AutoMount to load the Mount command and MountList file into RAM: before proceeding. Galaxy: by Steve Riley (AmigaZone file #16000) A C port of a BASIC program listed in the December 1988 issue of Astronomy magazine. This program simulates colli sions between two galaxies. For the stationary galaxy you can speci fy how many stars should be plotted (in terms of number of rings and stars per ring). For the intruder galaxy, you input the mass relative to the stationary galaxy, and the intruder's starting position and velocity. The display view is split into top and side displays. While this program can give fascinat ing results, it hungers for added coprocess ing power much the way ray tracers and
Mandelbrot generators do. Geotime: by Mike Smithwick
(AmigaZone file #15666 and 15670; Shareware: $17) Two very graphic clock programs. One of Geotime's clocks shows the earth from an orbital point of view with part of the COMMODORE MAGAZINE
69
Amiga Update/Amiga Public Domain planet darkened. As time pusses, the shaded area moves (it actually moves along with you, since your view rotates rather than the earth actually rotating). With this program you can toll the com puter to place a marking spot anywhere on the globe. While this clock is very nice, the best of
the two clocks is the one that does an ex cellent job of simulating a Geochron.
Geochrons are huge wall-sized clocks that depict a world map with the times of cities around the world displayed, all while part
of the map is darkened to reflect what areas of the world are currently under the dark of night. The Amiga version of this clock shows a very nicely drawn map of the world, with many cities labeled. Since Cieotime uses a
tiny font, it is easily able to display the name and time for each city without clut tering up the map. The darkened area of
the globe is covered by a dark shape that—depending on the colors chosen and the monitor settings—may completely cover up the name of the city and/or the time for that city. Not only am you choose
whether to display city names and city times, but you can even add new cities and remove default cities from one of the
The Awesome Arcade Action Pack Continued [ram imge 28
configuration files. While this clock takes up a separate screen it certainly is some thing to see in action.
SetCPU: by Dave Haynie (AmigaZone file #158681 SetCPU is a useful program for anyone who has an Amiga equipped with an A2620 (either inside an A2500 or as an add-on boardi or a third-partv 68020 68030. For all 68020/68030 boards SetCPU allows you to change various pa
rameters of the cache, which may among other things allow you to run programs which normally crash under a non-68000based machine. If you have an MMU on board,SetCPU will also allow you to copy
which seems to be really messed up. So if you're running ^Director animation on an
accelerated Amiga and it doesn't seem right, try running the animation on a 68000-based Amiga. I hope The Right An swers Group can fix The Director so that this will not be a problem in the future. The Amiga PD '88 awards will be re vealed to all in next month's issue of Com modore Magazine! As always, I can be reached on the AmigaZone on PeoplcLink (ID: G KINSEY),
or on the 1DCMP BBS 1617) 769-3172
fast as a 68000-based Amiga.
300'1200/2400 baud, 105 megabytes on line, running 24 hours a day, addressed to SYSOP. If you have written a public domain/ shareware/freely distributable program, or have obtained one that you think is worth mentioning to all Amiga owners,
One important note I would like point out concerning Director animations (espe
Magazine. See you next month.
the Kickstart code into the 32-bit memory
(assuming you have any). This will speed operating system calls up to four times as
cially the DrZorb II animation!: Appar
please attempt to contact me via the above contacts, or through Commodore To sign up to PeopleLink and their Ami-
ently The Director is not compatible with accelerated Amigas in that when a Direc tor nmmation with sound run on an accel erated Amiga, the animation portion of the program runs faster than the sound
gaZone, call them at: (800) 524-0100
portion. The result can be an animation
Quincy, MA 02169.
so when your last life is spent, you have to start your quest from the first level again.
ably cram my fist through the monitor out of the pure frustration this one generates. 1 just can't beat the computer—but pit me
(voice) (8001826-8855 (via modem). For information on obtaining programs reviewed in this column send a SASE to: SMAUG, 1015 S- QuincyAvenue, #112, B
hit a moving target generates a lot of
I think Ixith SideWinder and Xenon would
laughter—from both sides of the puck. So my advice is to reserve Blaslabal! lor play against another human—as an opponent the computer just isn't fair. If you just want to practice with the game's controls, select a two-player game and then master the craft's controls by maneuvering around a paralyzed opponent. The three games are packed with a
be much more appealing if such an option
small, unimpressive-looking but impor
images are beautifully sculpted and the sound effects are arcade perfect. While it is tough, even at the beginner level, it is not unbeatable. On the other hand, I found Xenon almost
title—Volume 1. They suggest that an
too challenging for my taste. II' you want
jockey in the Amiga community will be
to succeed with it you'll have to memorize the unique traits of each of the alien crafts
eager to unwrap a sequel. If you divide the retail price of the Awe some Arcade Action Pack by three, the cost of each game breaks down to only
tant manual. My first impulse was to sim
ply discard the thing and get on with the games. But, as tiny as it is, the manual contains some hints and Information vital for completing the three games. I never
survived past level one ofXenon until I stopped and read the scenario and weap ons information printed in the manual. I have two complaints with the pack.
were included.
Conclusion
Without exception, the graphics and
sound effects on all three games match the best found on coin-operated arcade games. Of the three, my favorite is Side-
Winder not only because it is fast, but the
you'll encounter and the attack patterns they fly. But still the game's almost addic
against another sluggish human like my self and Til hit the space ice anywhere and anytime.
I can't argue with the title's claim that the three games making up the Action Pack are awesome. All three games are
top notch, and compare well with a]l the arcade games I enjoy. But I am a little confused about the last two words in the other action pack is waiting in the wings. If so when is volume two going to be re leased? After seeing the quality arcade ac tion packed here, I'm sure every joystick
First each game is stored on a separate
tive challenge, excellent graphics and di
$16.65—an arcade bargain on any sys
disk. I would have much preferred a single disk with a menu which allowed me te
gitized goodies hooked me into extra games (as a good arcade game should)
tem. And at that price, the games are not
pick the game 1 wanted to play. Because
time after time.
the games an; copy protected, you have to warm boot to switch from one to another, plus three disks take up three times as much storage space as one. Second, none
I Ixith like and hate BlastabaU. I like its close resemblance to a sporting event and
The Awesome Arvade Action Pack, Vol ume 1 is a golden collection that will de light every arcade lover. Tb answer my first question, the packs' name was bom of confidence. The title accurately reflects the quality of the games—awesome. a
of the games provides a save game option, 70
JULY 1989
the ability to compete against another hu man. But if I were restricted to playing against the computer alone, I would prob
only awesome, but inexpensive to boot.
Activision Celebrates A Memorable Decade get much sleep leading up to the show. It Continued from puge 5'l
got so bad that Alex said the sprites on
Jermaine: Why did you develop the De
the screen were actually talking to him. When they started laughing at him, it was definitely time to go home. We got the
signers Pencil program? Kitchen: I wanted to do a baseball game, but Gamestar had recently been acquired by Activision and they already had a
games and wanted to do something totally
job done, and the program was well re ceived at the show. Considering every thing that went into it, GameMaker was a bargain at $39.95. Jermaine: What is your relationship with
with the idea of drawing a pencil on the screen and writing a little program to
Kilchen: We left Activision in 1986 and started a new company called Imagineer-
move it around. Things came together fairly quickly after that. Yes, this was the
ing, Inc. Imagineering was set up to be a
baseball game on the market. 1 was also tired of working on "little man" arcade
different. Shortly after that, I came up
beginning of the Designer's Pencil project.
Jermaine: What led to the creation of GameMaker The Computer Game Design Kit?
Kitchen: That's an interesting story. In 1985, we received a lot of mail from De signer's Penal fans. In some cases, teach
Activision now?
design firm that would work on microcom puter and video game projects for a num ber of different clients. Absolute Enter
tainment I a Mediagenic affiliated publish er! was founded a short time later. This la bel is used when we develop something
ers were actually using the product to teach their pupils the principles of pro
and publish it ourselves. X-15 Alpha Mis sion was the first product bearing this la bel. Believe it or not, we purchased the program back from Activision and re
gramming. However, most of the letters asked the same basic question: Can I ac tually design games with your program?
leased under the Absolute Entertainment
After reading this same response over and over again, I thought it was time to produce an arcade game development
leased it on the 64 late in 1986. [Editor's Note: Most recently, F-18 Hornet was re label.)
package that everyone could use. Keeping
The Mediagenii Metamorphosis 1987 to Today
this in mind, 1 planned out a package con taining five tools—a drawing program, background generator, sprite animator,
variety ofproduct offerings, last year Me diagenic. was formed to serve as parent
music generator and of course, a sound ef fects utility. It would have a programming language similar to that of Designer's
Pencil but more powerful and specifically designed for arcade game development. I
actually thought I could finish this project in 18-24 months, It soon became apparent, however, that I couldn't complete GameMaker on time, so we hired Alex DeMeo to work on the
In response to the company's expanding
company to all these diverse publishers. Loretla Stagnitlo was able to bring me up to date on the reason for this new cor/x>rate entity and what's happening at the com pany today. Jermaine: Tell me about the develop ments that led to Activision becoming Mediagenic. Stiignitlo: After the collapse of the video
music and sound effects generators. Alex
game market, Activision's fortunes changed. Activision was unable to suc
did a great job because he's a real musi cian and has a lot of talent when it comes to making music.
cessfully implement a diversification strategy, and the company lost money for four consecutive years. In January 1987,
I did the overall language, the sprite utility and the background generator. Then there was a matter of creating sam
then senior vice-president Bruce L. Davis was appointed president and chief operat ing officer and took on the challenge of
ple graphics, animation, music and sound effects. If you're not artistically inclined, for example, we gave you 30-40 images to play with. GameMaker also featured sam ple games including a version of Pitfall!
initiating a financial turnaround. Davis was able to begin the turnaround
The project filled two sides of a disk and
by revising the product strategy to include producing more market-oriented software in popular categories (such as fantasy/ role-playing, action and arcade-style
contained about 320K of data. Activision wanted us to complete the
games). He eliminated several products that were already on the market, as well
program and show it to the world at the
as many under development. He also
Chicago Consumer Electronics Show. This meant we would have to work on the pro ject until the eleventh hour, so we didn't
lines—Personal Choice and Electric
eliminated two unprofitable product Dreams. (These lines were established or
acquired by the former management as part of the diversification strategy and
longer-term plan to become a diversified publisher of entertainment, creativity and productivity software.I As a low-risk means of extending mar ket share and expanding the product of
ferings, Davis started an affiliated pub lishers program, where Mediagenic began serving as exclusive sales and distribution
agent for smaller independent software publishers. Hence, the company began of fering entertainment and presentation tool products under the Activision, Gamestar and Infocom brand names. This revised product strategy and other changes resulted in Mediagenic achieving
two full years of profitability after four years of losses. Tb improve the profitabil ity and encourage substantial revenue growth, the organization was restructured into two publishing divisions—Entertain ment and Presentation Tools. Tb signify the transition from a year long revitalization program and symbol ize the expanding and diversified product
lines, the company created the name Me diagenic. The new name also helped dis tinguish the company from the Activision
product line, which was restructured to publish only action, arcade and simula tion-style computer entertainment. Today, all sports simulations are published under
the Gamestar label, while fantasy/roleplaying and story-telling titles are re
leased as Infocom products. Mediagenic serves as the parent organization to these numerous publishing entities. [Editor's
Note: see box on page 73 for a complete list of Mediagenic affiliates.] .lermaine: Who are the people behind the programs developed within Activision En tertainment Division today? Tell me something about each of them. Stagnitto: The Activision line of computer entertainment is headed by Sherry
Whiteley. She's responsible for strategic
planning, product selection and develop ment, positioning and the marketing of all programs published under that label. In addition to Sherry, some of the key people in the Activision Entertainment
Division include: Kelly Flock, product marketing manager; John Skeel, produc er; Mark Johnson, producer; Mike Suarez,
producer; and Kelly Zmak, product spe cialist. Activision is also the name used to mar
ket the company's video game titles for the Nintendo Entertainment System, Sega Master System and Atari 2600 and 7800. Chris Garake heads the Activision Video Games Division. COMMODORE MAGAZINE
71
Activision Celebrates A Memorable Decade Sherry Whiteley (general manager) and Kelly Flock (product marketing manager)
have their own storiea to tell. Here are their versions of what is hap/wring at Activision Entertainment thesi1 days. Jermaine: Tell me what it's like to work at the company today. Sherry Whiteley: I love working for Acti vision Entertainment because it gives me the opportunity to work with seasoned
professionals. These individuals care about producing high-quality products and provide a people-oriented work envi ronment where everyone is encouraged to participate. But somehow these people re main children at heart. My imagination is constantly running wild around here. Cre ativity is always appreciated, and fun is a
way of life at the company. Kelly Flock: Toys and games can be found in everyone's cubicle. No one is willing to grow up and forget what it means to have fun. The best products—the ones that are
the most fun to play—are generated in this type of environment. No one wants to
of Mah-Jongg, was developed by Brodie
Jermaine: What's going on at the com
Lockard. Brodie worked at Stanford Uni versity, writing educational software for use in classes there. He earned both a
pany today? Whiteley: One of our product testers has
Bachelor's and Master's degree at Stan ford and while studying there was a mem ber of the varsity gymnastics team, He had an accident while on the team and was rendered a quadraplegic. Shortly after his accident, Brodie became interest ed in the game Mah-Jongg. He saw an op portunity to design and produce a similar game on his personal computer, which
came to be known as Shanghai. Shanghai has since been published on more than 30 computer systems worldwide and is a popular arcade game in Japan. Shanghai remains one of Activision Entertain ment's most popular titles. Rampage has become a mega-hit title for Activision. Kelly Flock, the product manager, gave his people a special incen tive to get the 64 product shipping on time. He bet his development and test team that if they made their deadline, he would get a Mohawk. Luckily for Kelly, the group missed their deadline by two
Whiteley: Activision puts out action ar cade, adventure, simulation and strategy
days. Technical support receives a lot of Kills from Predator players. It seems that most of them don't know how to win the game once they meet the "predator" in the final confrontation scene. We recommend
products. We are committed to publishing high-quality software in all popular cate gories. Products that do not meet our
watching the movie because it contains a clue to solving this mystery. Another cluo: the player must pick something up and
standards are quickly cancelled or sold off to other publishers.
use it as a weapon.
create a program they wouldn't want to buy themselves. Jermaine: Can you give me some infor mation about your product line strategy?
Flock: The company released its first sim ulation product-rF-14 Tomcat in Febru
ary of this year. In F-14, you get the real ism found in most flight simulations, but
it's a lot more fun to play. Fun is the key word here. We conduct studies to deter
Getting the programmer to finish The Last Ninja, was a tough job. One day he decided that he needed a stress reliever. So he hopped in his car, drove to L.A. and spent the day at Disneyland. He didn't tell us about the trip, so we feared the worst when he didn't return our calls. Little did
mine what the "fun" and "exciting" ele
we know he was simply visiting Mickey
ments of a simulation are. Then we con struct a game around these factors, in stead of modeling every aspect of the proj ect after the real thing. The final product contains the best of both worlds. Jermaine: Can you share a few stories about some recent game releases? Whiteley: Ocean Ranger was submitted to us on the 64 by a brand-new development group. The product arrived one day in the mail. Our producers simply could not be
Mouse. By the way, Last Ninja 2 for the 64 will be on the market by the time you read this.
lieve a product of that quality, nearly com plete, would come by regular mail. We quickly called the developers and worked out a deal to acquire the product. A port to MS DOS commenced shortly afterward. Shanghai, an award-winning puzzle game based on the ancient oriental game 72
JULY 1989
I recently heard a title about Chop 'JV
Drop. During the final testing of the pro duct, our people made an unusual discoveiy. The original programmer had added a special feature to the game for the amuse
ment of players who happened to stumble across it. If you press a certain combina
tion of keys all at the same time, the char acters in C!u>p TV Drop will drop their pants. However, You really don't notice it
much because the figures keep right on chopping away at each other. This is a
nice little challenge for the consumer who wants to try something different, and the graphics are not X-rated.
an interesting hobby. For inspiration, he covers his wall with the most bizarre tab
loid headlines you've ever seen. Two of my favorites are "Adolf Hitler Was a Woman"
and "Cheeseburger Kills Space Alien." I wonder how this inspires our wacky test ers? By the way, our testers still favor the original Atari 2600 joystick over all oth ers on the market today.
How does our graphic artist feed his cre ativity? He adorns his office area with various "blow-up" creatures that hang from the ceiling. Some of his groupies in clude ghosts, skeletons, dinosaurs, clowns, snakes and even an alligator.
Some of the folks in technical support are receiving strange phone calls from people they've never met asking for ad vice on things other than their programs. There is a 14-year-old boy, for example, who calls to discuss the problems he's hav ing with his girlfriend. We never thought it was necessary for our technical support
teams to take a course in psychology until now.
Jermaine: Is it true that Activision has perfected a laser disc game? Whiteley: We recently released the first entertainment CD-ROM title, a graphic adventure game running under Hypercard on the Macintosh computer. The pro
duct was called Manhole. It contains over 50 Mbytes of code and features 30 original songs, many of them recorded at a profes
sional music studio with live musicians. There was nothing on the market like it, or even close, so people had a hard time comparing it to other things.
Many lengthy conversations went on internally, but we decided if Activision Entertainment was going to be a market leader and innovator, the company had to
take chances when it saw glimpses of the future. Manhole was finally published, and the story has a happy ending. The product is successful beyond .expectations, and Activision is once again on the cut ting edge of technology. In the future, you may see this game (and similar products) available for other computer systems. Jermaine: Do you have other CD-ROM projects on the drawing board?
Whiteley: You'll have to wait and see. Jermiiine: What are your five top-selling entertainment products of all time? Whiteley: Believe it or not, all five of these titles are video games. The market for video games is much larger than for computer games. It's possible to sell more than a million unite of a single title world-
Activision Celebrates A Memorable Decade wide. Pitfall!, River Raid, Laser Blast and Freeway all fit into that category. The five top-selling Activision computer
games in reverse order are (5) Rampage, (4) The Last Ninja, (3) The Great Ameri can Cross Country Road-Race, (2) Hacker and (1) Ghostbusters.
Next: Ghostbusters II Mark Johnson (an Activision producer)
gave me the details on the sequel to Activision's best-selling computer game ever. Jermaine: How did you obtain the rights to develop another Ghostbusters game? Mark Johnson: It was the result of our
previous arrangement with Columbia Pic tures. We knew there was another Ghostbusters movie in the works, so it seemed like a good idea to create a sequel to Ghostbusters [the game]. By the way, it will closely follow the events of the new movie.
Jermaine: Where does the story take place? Johnson: Once again, our heroes are trav
eling around the streets of New York
tion of the painting, and intends to rule the modern-day world in a truly evii fash ion. The ghosts are his instruments and are somehow tied to a river of green slime that flows beneath the city. This river is gradually growing in size because of "bad vibes," i.e., the New York stereotype of meanness, etc. The Ghostbusters use the Statue of Liberty (a sign of "good") to de feat the ghosts, green s!ime and Vigo. Jermaine: When will the game be re leased?
Johnson: The game will hit the market a few months after the movie. Ghostbusters II (the movie) is scheduled for release on June 16. Incidentally, Ghostbusters II (the game) is currently being developed for the
City—Manhattan to be precise—and vis iting the Statue of Liberty. Jermaine: What is the sequel's storyline?
Commodore 64 and a variety of other sys
Johnson: Everything revolves around the portrait of a wicked medieval ruler named
As I wrap things up, I'd like to thank the Mediagenk employees past and present for taking time out of their busy schedules to share the secrets of their company. Ifs been a pleasure to work with all ofyou. gj
Vigo the Carpathian. This guy was a real slime ball (no pun intended) in his day. He
is coming back to life, due to the restora
Mediagenk Affiliated Publishers Absolute Entertainment
Affiliated publisher since August 1987 Products include: Crossbow and F-18 Hornet
Interplay Productions
Affiliated publisher since March 1988
Products include: Neuromancer and
Battle Chess
Company-Owned Publishers Infocom
Products include: Zork Trilogy, Zork Zero, Battletech, Shogun, Quarterstaffand Journey
Gamester Products include: Pete Rose Pennant Fever, lake Down Activision Entertainment Products include: Rampage, LastNinja2
tems.
and F-14 7bmcat
Activision Video Games
Products include: Stealth, A.TF., Three Stooges, and Bomber Raid
BUY A COMMODORE OR COMMODORE-AMIGA COMPUTER, AND AUTOMATICALLY RECEIVE OUR LATEST BUYER'S GUIDE C* Commodore Buyers '
Each issue continues to grow as more and more peripherals and software are becoming available and updated. The solid citizen 64C and 128D as well as the innovative Amiga 500, 2000 and the enhanced more powerful A2000HD and A2500 attract all the best developers. You cannot afford to miss out on using your Commodore computer to its fullest potential with all the tools advertised in these guides.
Commodore M
A
C
A
Z
N
E
The Commodore and Commodore-Amiga Buyer's Guides are published under the auspices of Commodore Magazine. COMMODORE MAGAZINE
73
icaoe Activision Celebrates A Memorable Decade
Activision
Tills*
formal
Commodore 64 /128
Pitfall Beamrider
C64 Disk
and Amiga Computer
Titles Product List in Chronological Order of Release
The AdiuUion Decathlon
C64 Disk/Cart
Pitfall! HERD. Toy Bizarre Pitfall II
C64 Cnrt
Zenji Tvy Bizarre Pitfall tl
H&.R.O.
C64 Cart
Zone Ranger Zenji Park Patrol
C64 Disk/Cart C&ICart C64 Disk C64 DislcCart C64 Disk C64 Disk/Cart C64 Disk C64 CiirL C64 Disk/Cart
Beamrider
River Raid
Space Shuttle: A Journey Into Space Ghoslbusters River Raid Pastfinder lYtitrr Sanction Mindshadow
Disk Disk Cart Cart Cart Cart
5/84 5/84 6/H4
fi/84 G/fi4 mi 7/B4
7/84 7/84 7/84
SIM 8/84
9/84
9/84 9'84 9/84 9/84
10/84 10/84 111/84
CM Disk
11/84 12/84
C64 Disk
12/84
Rock W Boll
C6-1 Diak
Master of the Lamps Web Dimension Alcazar The Forgotten Fortress The Complete Firenorhs Celebration Kit Countdown to Shutdown Fast Tracks Little Computer People The Great American Cross Country Road Race Hacker Borrowed Time
C64Diak C64Disk
2/85 3/85 4'85
Hacker Mindshadow
Amiga Amiga
Garry Kitchen's GameMaker
C64 Disk
11/85
Amiga CG4 Disk C64 Disk/Amiga CG4 Diak C64 Disk
12/86
The Computer Game Design Kit Harrowed Time
AfarEgoOtakl
Music Studio Murder an the Mississippi Alter Ego (Female) Little Computer People
Filer's Choice Writer's Choice Planner's Choice
IAmTheC-128 The Personal Choice Collection
Hacker II: The Doomsday Papers Hacker II: The Doomsday Papers Tans Times in Tonetown The Transformers: Battle to Save the Earth GameMaker Designer's Library: Sports GameMaker Designer's Library: Science Fiction Shanghai
Iha Times in Tonetown Shanghai Paper Models: The Christmas Kit
Labyrinth; The Computer Game
Howard the Duck: Adventure o'l Volcano Island Aliens: The Computer Game Greeting Card Maktr Term Paper Writer Portal
Postcards The Last Nmja Gee Bee Air Rally Rampage Ocean Ranger Predator Chop'NDrop F-14 Tomcat Rampage
JULY 1989
C64 Disk C64 C64 064 C64 C61 C64
Designer's Pencil
74
CG4 Disk
Release Dale
C64 Disk C64 Disk C64 Diak C64 Disk
5'85 6'85 7/85
9/85
C(J4 Disk
9/85
C64 Disk
6/85 8.B5 11/85 11/85
C64 Disk
C64 D.sk
Amiga C84 Disk CG4 Disk C64 Disk C12S Disk CB4 Disk C6J Disk Amiga C6I Disk CW Disk C64 Disk C64 Disk C64 Disk
C64 Difek Amiga C(i1 Disk C64 Diak C64 Disk C64 Disk CS4 Disk C64 Disk Amiga C64 Disk C64 Disk Amiga CG4 Disk CG4 Disk C64 Disk
C64 Disk C64 Disk Amiga
11)85
2/Hfi
4/86 B/86 5/86 6/86 6/86 G'86
686 6/86 6*86
7/86 8
9/86
10/88 10/86 10/86
11/86 11/86 11/86 11/86 1/87 9/87 9/87
10/87 10/88
8/88 11/8B 11/88 2/89 3/89
64 and 128 Software Reviews/Annals of Rome' Continued from stage 22
phase that your movement of officers and
legions into surrounding regions meets
success or failure. Here you are more of a spectator than anything else and must view events unfolding on the regional map with a calloused eye. A cursor will appear on the maps and begin moving
about as various forces attempt to invade surrounding areas. Meanwhile, messages will be displayed as the results of battles are tallied. Some battles will rage over many years (turns), so the results of such
campaigns may be inconclusive from one turn to the next. More often that not, how ever, the strength of your army and the strength of the barbarian army will ap pear, and battle will be swiftly resolved.
When the cursor comes under Roman control, you will have the chance to assign officers and Roman troops to the fray. The troops available to you can be Legionnaries (home-grown Roman soldiers), Auxilaries (non-Roman soldiers led by Roman officers), or Limitanei (garrison troops equivalent to Auxilariesl. The makeup of your forces will depend on recruitment, which is accomplished during the econom ics phase (not under player control). All
regions allow for recruiting a single type of Roman solder, as discussed above. The makeup of your forces will also impact how effectively your forces fight. For ex ample, Legionnaries are more eflective
than Auxilaries in battle. If Rome is sacked—which will happen quite often in the beginning—you can move your captital to another region over which you have control. But getting sacked normally sig
nals the beginning of the end. Additionally, events on the screen can
be difficult to follow, as you must become very familiar with the regional codes and the map before you'll begin to feel confi dent with the program. Apparently, the creators of this program did an immense amount of research. On the map included with the documentation you'll not only
find the identifiers for all the regions, but the actual invasion routes used by many of the nations. You'll also notice that many of the events that unfold across
your monitor actually parallel those of history. The Gauls and Cathaginians, for example, will remain heady adversaries during the beginning stages of the game,
just as they wore back then. You may also find several petty empires rising and fall
ing outside the influence of Rome as the game progresses.
Any criticism toward Annals ofRome is not founded on functional cosmetics or
Profitable Video"
game play, but rather the end reward for playing it. The goal of this program is to prevent the sacking of Rome which, as history tells us, must surely happen; and it will—at one point or another. So the goal of Annals ofRome is to delay Rome's eventual fall as long as possible. Because history often repeats itself, you'll find that no matter what steps you take, or how long you hold out, Rome must indeed fall into ashes, if only because of the growing sophistication and restlessness of the Eu ropean, Asian and Arabic nations which surrounded her. In the end Rome be came—and will become in this game—a
bloated, corrupt, bankrupt and over-ex tended nation that had to rely on non-Ro man soldiers and officers for protection. In the end, the fall of the empire became in evitable. So why invest so much time in a game with such predictable results wait ing for you? As I've said before, for much of the game—aside from assigning officers and legions to regions—you are more of a spec tator than an active participant. You have no control over the various campaigns or battles, and must rely on unseen predeter mining factors for much of your success. Historical events and probability also play a big, yet unseen, factor. The documentation does not expound on some of the more critical areas of the
game and provides very little information on why things happen as they do. More over, the order in which the game's instructions are presented seems ill-orga nized and sometimes immaterial to game play. Be prepared to spend an inordinate
amount of time sifting through the book let to glean needed information that could have been better centralized to one or two pages.
they have planned a tentative story-
board (showing the important events to be included in the video], they shoot the live video which will normally
comprise the bulk of their production. Next they go back to the studio to view
the tapes and decide exactly what they will cut and what will remain. Then they'll make any necessary changes to the storyboard. Now they are ready to sit down at the Amiga. First they create the title and credit screens and select fonts and transition ef fects to use. Any special animated se quences featured in the video wiil be cre
ated next. Because video production is a
business, Chandley says the extent of the
special effects he includes depends on what the client wants and how much they are willing to pay. While most of his cli ents are happy with professional titles,
credits, labels and transitions alone, he says he will happily spend 12 hours creat ing 15 seconds of sculpted animation if that's what the client wants. The special effects really take the time said Inman, although the basic titling screens can be generated almost instant
ly. Tb give his creations a professional look and make a lasting impression on his cli ents, Inman used Cel Animator to create
an animated signature title (with a com pany called Captain Video you can imag
ine the fun he had with his own logo) which his clients seem to enjoy. As a pro
motional bonus, the signature title leaves his electronic business card anywhere the video is shown.
Once the computer-created special ef fects, live video and final version of the storyboard are ready, they can mix the two sources (taped video and computer
signals) to produce the final video. While
The graphics are not dazzling by any means, but war games have never been known for their pretty pictures. You will discover, however, that the characters
used on the personnel rosters try to simu late 80-column graphics and are very hard on the eyes after an hour or two,
Annals ofRome is interesting in that it shows history can be replayed if the right circumstances permit. Being a history buff, I found it intriguing in that respect. More traditional wargamers will quickly become frustrated by the limited control over military operations, and may want to
look elsewhere. Someone once quipped that Rome wasn't built in a day. Any mea sure of long-term success in Annals of
Rome may take just about as long to build.
Continued from page 56
m
the live video is sent through the editing deck, the special effects are loaded into
the Amiga, ready to be merged via a gen lock device (during the editing process, you can stop and load dozens of different
special effects). An NTSC monitor dis plays what the recording head is receiving from the editing deck and the genlock. Finishing the video is as simple (or as frustrating) as flipping between or mixing the two signals. The magic of a genlock is
that not only does it translate the comput er signal into a steady NTSC image, but it also allows the producer to superimpose
one image over another. The end result is a broadcast-quality product complete with impressive transition effects (dissolves,
wipes and scrolls). COMMODORE MAGAZINE
75
Profitable Video "Broadcast quality" must be the watch
words of anyone who wants to do videos
commercially. No matter how good your
ideas, if they do not meet the standards required for broadcast, you are wasting
your time. Not too long ago, broadcast vid eo required %-inch format tapes and ex
pensive Y-i-inch TV cameras. Because of improvements in videotape, that size re
quirement has shrunk. Inman uses a Vs-
inch Super VHS camera, while Chandley
video-related software packages. But the more I learned about the complexity and power of video and the role the Amiga can play in its creation, it became apparent that this was not going to be as easy. I found myself physically smothered under an avalanche of video software titles (see page 81).
My first effort to get some breathing room was to eliminate all but the really impressive titles. But even after doing
satisfies his customers with the tiny new 8mm Sony format.
that, I was still left with an intimidating
The End Product
a few sentences. When it comes to video, the Amiga user is blessed with a bounty of programs from which to choose, in a price range which spans from under 60 to over
Once you have your system in oper
ation, and you've mastered the hardware and software (and providing you have the
talent required to come up with good ideas and translate them into a final product), you are ready to recoup your investment. Although a full-length video movie is not beyond the possibilities of the pro studio we described, most people will achieve more success by aiming their sights a lit tle lower. Tb be successful, John and Bruce agreed that you have to be flexible and imagina tive. Inman does a lot of in-house promos and employee training videos for industry, while Chandley has just signed a contract
number of programs—too good to be ig nored, but too complex to cover properly in
several hundred dollars. The real problem any user wanting to produce serious vid eos must face is deciding on software. I
can say with ail honesty that every pro duct mentioned in "Tools of the Trade" is worth owning. And that's the problem.
Normally in a "roundup" article like this, I like to point out programs I think the user should buy and those they should pass up, but this time I can't. And to make
with a local cable channel. Neither turns down requests for wedding videos either.
the dilemma more perplexing, even as you're reading this, new titles are being added the video shelves. So this time m just mention the good ones I have tried and leave the choice up to you.
Depending on where you live, producing just four or five average wedding videos
Coaxing a Video To Life
could easily generate enough income to recoup your hardware investment.
At the time of our interview, Inman was in the process of completing a commercial/ promotional video for a local business as
well as a safety training video for the area
Chandley and Inman suggest (and my
own experience leads me to agree) that any newcomer to the Amiga or video pro
duction should avoid buying too many ti tles too quickly. The sensible approach is to start with good paint and titling pro
electrical company. Chandley had just fin ished a promo for a ski resort and was lin ing up some in-house instructional videos for a motel chain. In short, restrictions on
grams. Both are indispensable tools for se rious video production for obvious reasons. Next add an animation program for squeezing out unique, client-pleasing
productions appear to be limited only by the producer's imagination and talent. Of course, lots of us just want to bring life to digitized still photos from the fam
programs you'll want a sculpt program to add three-dimensional sophistication to
where and how to make money with video
ily album or add some fun and sparkle to last year's trip to the beach. The hardware
and software tools are ready, what you do with your video studio depends entirely upon your ambition, motivation and tal
clips. Once you have mastered these three your productions. I suggest you attempt
3D design last, because even the best 3D program can be cantankerous to subdue.
Without exception, the character-gener
ating software for the Amiga is simple to use and straightforward in design. There is no reason anyone should have trouble
ent
adding impressive, animated text to their
Video Paradise
All of the animation programs I've seen have rendered delightful results, but some
When I began this article I planned to interview a couple of video producers, tell you how to set up your own video studio, offer some advice on how to market your 76
videos and end by highlighting the best
JULY 1989
videos using the Amiga.
are easier to handle than others. As an ex ample, you can generate some amazingly
sophisticated sequences with The Director,
but you must first mastor a BASIC-like
language. If you already feel comfortable with BASIC, this is an obvious candidate for you. But if you are new to computers,
for a little more money you might prefer
an animator like MovieSetter, Cel Anima
tor or Fanlavision. All are amazingly sim
ple, since all the options are selected from screen tool boxes or pull-down menus— you just click and animate.
Anyone who has witnessed the impres sive, realistic quality of a three-dimen sional rendered animation, will be drawn like a moth to a flame once they witness a
sculpting software demo. And that's why I suggest you wait until last to add 3D soft ware—you can get your wings burnt try ing to get your own renderings to fly. The
problem is not the software, the problem is learning to think in three dimensions at
once and then translating those thoughts to a two-dimensional computer screen. Mastering even the best of these requires a lot of patience and time. But don't lose
heart, every single package now on the market has gone through at least one up grade in an effort to reduce the learning curve required to master it. Along with friendlier interfaces, the new batch of 3D rendering software is not only easier to use, but in most cases is faster and offers
more features. My personal favorite is Ae gis' Videoscape 3D when used in tandem
with Modeler 3D. But my preference is probably biased due to familiarity. After
spending a little time with Turbo Silver I was impressed with its speed and quality, so I may change my mind. For the buyer,
the important fact is that 3D programs are constantly improving and getting easier to use.
The Bottom Line John Inman's professional video studio contains in excess of $16,000 worth of equipment. Inman is proud of the way he
paid for it all. He says that even while he was establishing his business, "none of the money required to buy equipment came from grocery money." Living by the tenet "pay as you go," Inman steadily expanded
his business with money generated by videos. This year his hard work has paid
off; he has a mortgage-free, profitable
business as well as top-notch equipment. Chandley, on the other hand, jumped into video with both feet. He left his old job as a radio announcer, bought all the equipment he needed to go into produc tion and started looking for clients. He
says there were some months when he was a little nervous because there was lit tle work (and even less moneyl coming in.
Profitable Video
after seeing what the system can do today
Bruce used those slow times to learn more about his equipment and the Amiga, so when the next job came, he was better pre
and the success both John Inman and Bruce Chandley have had, I'm ready to jump on the DTV bandwagon.
pared to handle it. Despite a few slow months, his company broke even the first
Making Them Sit up and Listen
year, and he's confident the lean times are behind him.
So far we haven't discussed adding mu sic or sound effects to a video. With the
After spending some time with Inman and Chandley and the different software
animation software at least, sound effects or digitized music can be added dhectly via system options. But creating your own sound effects or music to add to a video is a subject worth an article in itself. Of course, the quick fix for adding sound to a
packages, I was both amazed and dazed at
the state of personal video and at what a driving force the Amiga has become. I can remember hearing lots of predictions in
1985 that the Amiga would be to the desk top video industry what the Macintosh
video is to simply dub over the video's
was to desktop publishing. I didn't pay
soundtrack. But many of you will want to create or capture unique sounds and mu
much attention to the hoopla then, but
sic with your Amiga—for use with your
Tools of the Trade Continued from page 57
good video software for the Amiga user. If anything, a would-be video producer may have difficulty deciding which programs
to buy and which to pass up since there are so many from which to choose.
Overwhelmed, Amazed and Impressed
As I investigated Amiga video software I experienced three sensations: (1)1 was overwhelmed by the number of programs. There are many choices in every software category. (2) I was amazed at the profes sional quality of each. Although the power
levels of the programs span from home
use to broadcast use, the display quality of each was outstanding. (3| I was impressed by the support of the developing compan ies. In the past I've come across companies that have brought a product to market in hopes of reaping a quick profit and then moved on, abandoning their customers. But all of the Amiga video developers I've met seem convinced that the video praduction industry is still in its infancy and that the market for computer-aided graphic programs will continue to widen. True to this vision, most of the compan ies have not only expanded their product lines in the past year, but have also updat ed and enhanced earlier programs to sat
ma in finishing this article was deciding
which software to mention and which to pass up. No sooner would I feel I had test ed all the serious programs when I would hear of another new entry in the video market. Because the development of desk top video programs appears to be a neverending saga, I conceded that if I was ever going to finish this article I simply had to stop. Here are a few words about some
great products which I was able to try:
Titling Software I'm Video Plus: The reputation of Pro
Video Plus speaks for itself. When I asked Inman and Chandley what software they recommended for anyone wanting to set
up a video studio the first title mentioned was Pro Video Plus, According to them,
not only is the program powerful but it is easy to use. Inman, who had owned his Amiga for less than a month when he
added this character generator to his sys
mands of their users. For the Amiga user
tem, says lie was doing serious work with the program in less than an hour. Coming from a person who was new to the Amiga computer, such praise speaks well of the program's interface. Recognizing that the user wanted a tool, not a toy, the people at Shereff Systems created a program which offers every feature a professional could want, including: full-screen video, IK col ors per page, 16 fonts (you can add others from other vendors), multi-colored charac ters, 90 special effects, transitions and
these facts translate into plenty of quality
line-definable moves. For backgrounds
production tools to choose from, as well as
the user can load any IFF picture or use live video.
isfy the increasingly sophisticated de
good technical support after the purchase. You might call that a video producer's paradise. The remarks which follow should not be misconstrued as anything other than an effort to highlight the products I've seen in action. The single most frustrating dilem
Both of our experts use the program al most exclusively for titles, credits and live video labels (inserting identifications un
der images like names of people or pro ducts). Chandley is using Pro Video Plus to create stunning, professional-quality
videos as well as other applications. So stay tuned, next month we will talk to some users who are composing and per forming with the Amiga. And they will tell you how to perk up your Amiga's speakers.
To Be Continued The video production companies featured: Captain Video John Inman, owner 162 Twin Lakes Drive Candler.NC 28715
Focal Point Productions Bruce Chandley, owner Box 414 Asheville. NC 28801
m
displays for a local cable network. Inman uses it to add credits and titles to his cli ents' promos and in-house training videos. Both say they picked Pro Video Plus be cause of its quality. "Clients judge my
work by its appearance. If it looks profes sional they are happy," said Chandley, "and to be professional, text and transi tions must look as good or better than
those on the major networks." Video Tiller: This titling program sup ports all possible Amiga screens except HAM. The program will work with either standard Amiga fonts, color fonts or its own special poly fonts. Poly fonts are use ful because they can be easily sized, ex panded, compressed or squeezed in any di rection for some reaJly nice displays. Plus you can adjust your fonts with 20 different special effects. Beyond just generating characters, the program includes plenty of transition tricks as well as a utility pro gram called VideoSeg which is used to play back screens.
TV*TEX3) Even though this character
generator is the least expensive on the
market, it has plenty to offer the begin ning video producer. It supports every screen resolution offered by the Amiga,
and allows text to be rotated, justified and animated. The user can even define the spacing between the lettering as well as
the size, color and font.
Screen Display Software TV*SHOW: This was one of the first screen presentation software products re
leased for the Amiga, and it's still a favor ite for good reason. It offers 50 image tran sition effects, supports speech, color cy cling and overscan displays. Lights! Camera! Action!: The program
boasts 40 transition tricks, supports both standard music and digitized files, HAM COMMODORE MAGAZINE
77
Tools of the Trade display screens, and animated sequences which use the ANIM format. But most us ers will choose Lights! Camera! Action! to create electronic slide shows using either digitized images or drawings created with a paint program. There are no image-cre ation or editing options here. The program uses a script to establish the sequence in
those shown nightly on prime-time TV, it is easy to see why this program is so popu lar. You can create animated sequences with images moving in all directions, com plete with background music and digi tized sound effects. And, of course, there are plenty of screen transition options. Dtiluxel'roductioiis: For the profession al animator DrfuxePmductions includes
which different effects, sounds and images will appear. At first glance, the script edit ing screen may intimidate some users, but
the ability to combine high-resolution graphics with animation. Animation is
it shouldn't. All the program's features can be selected and activated with the
simulation which tracks the director's
mouse.
Animation Software Aegis Animator: No single company
managed with a professional storyboard commands. The program has almost ev ery option a serious video director could want, including overscan, animated title
options, broadcast-quality fonts and the
ducer. Because of their early support of desktop video it is no surprise that my
ability to chain productions to create lengthy or looped presentations. And to give the displays a professional appear ance, it supports hi-res, a full palette of 4096 colors, over 40 special effect wipes, fades and transition options. MacieSetter: MovieSetler from Gold Disk, is one of the newest animation pro grams to come to the market. If I could
first experience with animation came
say nothing else about the program I
through an early version of .Aegis Anima tor—a program that still impresses me.
would have to say it is easy to master. The animator is designed around a what-yousee-is-what-you-get approach. Thus, you
has supported the Amiga's desktop video needs more completely than Aegis. They were among the first software developers
to recognize and embrace the computer's capability and have marketed powerful
tools to address every need of a video pro
The program's greatest strengths are two of its movement techniques cailed "eel" and "metamorphic" animation and its easy-to-master command interface.
The power of metamorphic animation is that it lets you create objects in one scene, then redraw the same object in a second scene, and the program will automatically
and smoothly generate the transforma tion scenes required to animate the changes. Using eel animation, you can create or load standard IFF files and then
"flip" them to create stunning animations. Once you feel comfortable with Anima tor you can use a standard ASCII text edi tor to create or edit animation scripts. An imator's greatest weakness is that it does not provide a simple option for incorporat ing sound effects or music. DeluxeVideo: You cannot talk about Amiga graphics long without mentioning
one of the premier programs supplied by Electronic Arts. Even after four years of change, DeluxePaint (first introduced in 1985) continues to be the paint program
used by most serious artists creating backgrounds and images for animation. With such impressive credentials it was
no surprise that EA's first video offering, DeluxeVideo, was so quickly accepted.
I got my first glimpse of DeluxeVideo at the Consumer Electronics Show in 1987. After seeing how the program could be used to create animated images to rival 78
JULY 1989
see and hear changes to the scenes as they are developed. As backgrounds are loaded, characters are moved or sound effects add ed, the changes are reflected both visually and audibly. To wrap all this complexity around an icon-activated interface, which
is truly intuitive to use, is a welcomed sur prise. After playing with the program's command interface for just a few minutes,
it became apparent that the developers had taken notice of user gripes about the
interfaces used by other animators and tried to make MovieSetter's command in terface better. The program includes op tions to create images, animation speeds up to 60 frames per second (for super
smooth action), stereo sound, a choice of
32 colors and overscan. [Editor's Note: for a complete review of MovieSetter see page
34.]
I'hoton Video Cel Animator: This ani mator allows you to use screen resolutions ranging from 352 x 240 to 704 X 480 pix els as well as HAM and interlace. The pro gram will work with any IFF image and
includes some basic paint editing tools which the user can select to fine tune an imported drawing. This means you can import a frame of your movie and then
duplicate it to the next frame where you can alter its design slightly to create the
illusion of movement (which will appear
when you show the movie!. The final ani
mation is compressed before being saved
to disk, so the movie's size is less than the total of the bytes required to create it (sep arate IFF files).
All of Cel Animator's commands can be invoked with either the keyboard or with the mouse. After you become familiar with the program, you'll probably intu
itively turn to the quick access of the key board. The program allows you to selec tively activate digitized sound effects over frames of the movie as it is shown. I found Cel Animator a delightful, powerful, fiilloption animator with intuitive design that happily disguises its true complexity. Although the program's manual is easy to understand and includes a wonderful tutorial, it suffers from a lack of index and
few illustrations. The Director and Toolkit: This anima tion software system uses a special lan
guage very similar to BASIC to page flip images, generate text, activate animation sequences and cycle color. If you are al ready comfortable with BASIC, this is definitely a program to consider.
For the price, this one is packed with power as well as support for both HAM and overscan displays. Providing you have the talent, this program can help you create videos to rival those produced in Hollywood studios. The Toolkit utility pack adds some new wipe routines, and includes a pie-chart generator, sine and cosine functions to the language, and some of the object-move ment routines in Director. Page Flipper Plus FIX: In addition to
offering real-time animation (up to 60
frames per second), the program includes 76 built-in transitions, plus an option which allows you to design unique ones of your own. Along with standard Amiga
resolutions, the program supports both HAM and HalfBrite. It is perfect for creat ing animated logos, cartoons and special
effects to spice up your videos. Because of the program's flexible design, you are not restricted to animations which will fit on a single disk—animations can span over several disks. The program's script language is easy
to learn because you can either create scripts with a text editor or simply point
and click. I think most users will welcome this dual editing scheme. The novice can use the Workbench-type interface and move to a standard text editor after mas tering the complexity of the program. Because strong colors are so important to eye-catching videos, Page Flipper Plus FIX allows you to change palettes as the animation is running.
Tools of the Trade Fantavision: I really like this program. It uses a point-to-point draw interface similar to those in MwieSetter and Ani mator, but 1 found it easier to use than ei ther of those. Animation here is so simple you can just create an object in one frame (screen), copy it to another where you can change its shape and relocate it. The program's magic is revealed when these two frames
are animated. Fanttnmon will automati cally generate all the images needed to animate and provide transition between the two screens. It is easy to make text and objects move, cycle, rotate, enlarge, and disappear as well as add digitized
sound effects to any frame. Because of the
Turbo Silver 3.0: The interface used in this version of Turbo Silver is an improve ment over the original. Most users will also welcome the ability to first design a two-dimensional object and then use the program's powerful editing tools to render it in three dimensions. Version 3.0 also al lows multiple light sources to illuminate your objects (32,000 to be exact). The quality rendered here is as good as
that created by the existing 3D programs, yet Turbo Silver spits them out in a frac tion of the time required by other true ray-tracing programs. The people at Im pulse are so confident of their program's quality, that they back it with a lifetime warranty and free telephone support. For serious users, the telephone support alone
program's power and easy-to-operate in
may justify the program's asking price.
terface, it is no exaggeration to say the
Forma In Flight II: The biggest com plaint I heard about the original version of this 3D rendering and animation pro gram was that the interface was difficult to master. This update silences some of those complaints although, like all of the 3D products, squeezing out impressive im ages here requires lots of patience and
average user can create a simple animat ed sequence (complete with sound effects) in less than 15 minutes. Penny for penny, this may be the biggest software bargain on the shelves today. As you would expect, the program does have some limitations. While you can load or create bit-mapped images (like IFF pictures created with a paint pro gram) they cannot be altered. Thus IFF pictures are used primarily for back
grounds, although sections of a back ground can be clipped and moved around
the screen just as easily as a standard Fantavision format object
Adding a Third Dimension
Sculpt 3D: This is the grandaddy of
Amiga 3D programs. Objects created with it are true ray-traced images. This means that every edge of an object is actually a straight line plotted through dozens, even thousands of points in space. Objects cre ated with this program have a lifelike quality which must be witnessed to be ap preciated. Glass images here look like real
glass, metal looks like metal, and reflec tions display exactly what you would ex pect in a reflection. Unfortunately, this quality and perfec
tion is paid for with complexity and time. Most novice users complain that Sculpt 3D is difficult to master and that final renderings can take hours to complete. By the time you read this, Byte-by-Byte will have released their newest 3D program called Sculpt-Animate 4D, which is sup posed to address these two complaints.
perseverance.
The program's manual includes a tuto rial with plenty of samples which is a great help to first-time users. But this tu torial approach also means you'll have to read the entire book to dig out all the in formation you'll need to master the pro gram. This version of Forms In Flight al lows the user to save images as IFF
screens as well as Sculpt images. Once a solid-modeled image has been rendered, the program allows you to animate,
shrink and enlarge as you make it fly around the screen.
VidmScape 3D 2.0: Like most of the video titles, version 2.0 of VideoScape is a refined and improved version of the origi nal. Unlike the original program, you don't have to reload an image every time
you toggle between the image display and the editing screens. Like Forms In Flight, the program uses Phong shading to create
signer, take my advice and start with this program. I haven't seen any 3D package with an interface which could be described as intuitive, but this one comes closest. In addition to allowing the user to view a full-screen display of the image, you can simultaneously draw an object (using any of three different view angles) and open another smaller 3D window to view the ef fects of your action. By simply clicking around the edges of the small display (you can size it like any other window! you can rotate or size the image for the exact view you want. Once the object is finished, you can save it to disk and reload it to be ani
mated by VideoScape. If you own a CAD (Computer-Aided Designl program which supports the Aegis Draw Plus format, you can even load those drawings into Model er 3D and render them into three-dimen
sional objects. 3D Dettign Dink Series: If you want to use sculpted images in your videos but
have neither the patience nor time to cre ate them with one of the programs men tioned, you may want to investigate An
tic's Cyber Design Disk series. The disks contain three-dimensional objects which are the equivalent of 3D clip art.
Each of the five disks in the series con tains different objects like human body parts IHuman Design Disk}, building parts tArchitectuixd Design Disk and Inte riors Design Diskl, robot parts (Micmbot Design Disk) and paraphernalia you might encounter in a science fiction movie (Future Design Disk). If you can find the
part you need for your video, the time saved by using predesigned art will quick ly recover the price of the disk. Interchange: This little utility lets you load an object created with one 3D pro gram and convert it for use by another. This format-changing trick will be appre ciated by anyone who uses more than one
3D program or buys images (created with different programs] from other artists,
Effective Text
ray-tracing (like those done with Sculpt
From the conversations I've had with different video producers there is one sin
3D) can produce better quality images
gle software demand which has not yet
that VideoScape's, I personally am happy
been fully supplied—fonts. And from what I've heard, that demand will probably
ray-traced-like images. Although true
to exchange the difference in quality to gain the greatly decreased rendering time.
never be completely filled. This is true be
The update is priced at five times the orig-
ing a 3D image with it is a real challenge. Happily, Aegis didn't leave the user out in
cause, in an effort to keep ahead of the competition and offer their clients a new image, video producers rely heavily on be ing able to offer different, sharp-looking
nal, but if it allows the user to create Sculpt 3D-quality images easily and quickly, I suspect plenty of video produc ers will jump for it
the cold. They created an entirely new edi
fonts.
tor which takes a lot of the sweat out of 3D rendering called Modeler 3D. Modeler 3D: If you are a novice 3D de
Ready-to-Use Fonts
This is a powerful program, but creat
Kara Fonts Headlines: When it comes COMMODORE MAGAZINE
79
Tools of the Trade to video-displayed fonts, the Kara Fonts Headlines collection is king. When I asked
the two pros about creating professional screen texts, they l»th jumped on the
Kara Fonts bandwagon.
deoScape 3D or Turbo Silver and move and animate them just like any standard
sculpted object. Like the other two font editors, InterFont is easy to use and allows the use of up to 15 colors.
Although not restricted to use in video creations, the Kara collection of fonts
Finishing Your Video Setup
works well here because of their polished, well-defined, three-dimensional appear
Tek has been around for a while, but con
ance. Each font is defined in color and hi res and displayed in realistic surfaces like
granite, clirume and wood. The only complaint I've heard about the
Kara selection is that there are only 20 fonts from which to choose. The message video producers have for Kara is, "Please create more fonts!" [Editor's Nole: Kara Computer Graphics has just released
I leadlines 2 and Subheads.]
Masterpiece Professional Foul Collec tion: For sheer volume, you probably won't find a larger collection of large fonts than this collection from Aronk. Twenty disks are required to store the 110 differ
ent fonts which include four disks filled with color fonts, specifically crafted for video use. Studio Fonts: At this writing, 1 sun aware of only one collection of fonts from
InterActive Softworks which were de signed specifically for video use. The Stu dio Fonts collection contains 14 different
fonts along with some graphics.
Making Your Own Fonts Font-Works: This is the newest font cre ation editor to come to the Amiga system. One of its most powerful features is the ability to slice a letter (or any object) out of any IFF picture and then use it to cre ate unique fonts. For those who have
enough patience to design their own fonts, this is a good place to start. The program has plenty of options including special ef fects like outline, rotate and 3D, plus it
lets you size and scale fonts (maximum 1024x 1024 pixels), and includes a
healthy selection of drawing tools. Calligraplier: This font editor has been
around for a long time and is where I first turn when I want to. tweak a little change in an existing font. Like Font-Works it has
plenty of options and editing tools and supports color fonts. InterFont: If you want to create titles
which can rotate and move through space like the images created by a 3D program, you'll want to consider InterFont. With it you can create fonLs (or small objects, like
a company's logo) which can be used to type lines of 3D images. Then you can
load those lines into a program like Vi80
JULY 1989
Digi-View Gold: Digi-View from Newtinues to get better as newer versions of the software are released. To put this com
bination hardware/software product to work, you'll need a video camera and a well-lit area. Providing you have those two requirements, capturing still images to use in your videos is as simple as point
and click. I began using Digi-View when I became involved with desktop publishing, but have used the same images (saved as IFF files) to create animated short videos
Animator. Beyond being an impressive eel animator, artists who use more than one graphic program will be happy to know
that Zoetrope supports not only the IFF standard, but also accepts images created with VideoScape 3D, Video Tiller and An imator. Two other programs which will be wel comed by the video producer should be on the market by the time you read this. One is called Onion and the other LightBox.
As I understand them, both programs are designed to help the artist quickly sketch and adjust sequences of animation before rendering the final, full-color image. If they perform as promised, both will help the video developer create animation se quences quicker and with more profes sional results.
with Fantavision. For commercial videos the system's obvious use would be to digi tize the logos, symbols, products or person
True 3D
nel your clients want to include in their
impressed me. These electronic glasses wrap a three-dimensional world around
videos.
Tomorrow's Tools By the time you read this, DeluxePaint HI will have been released. This program continues the logical evolution of the De luxe series by adding animation to DeluxePaiirfs toolbox of tricks. According to the folks at Electronic Arts, the update will al low the user to stamp a series of images through a multiple number of cells using the brush option. The feature will also al low the user to define a brush, a distance for it to travel (including three dimen sions), a rotation and the number of ani mation frames to draw the movement
across. DeluxePaint UI will also support 64 colors instead of the standard 32.
Photon Paint artists will be happy to
know tbat version 2.0 of this popular
paint program has just been released, and
it too includes animation capabilities. (Contrary to rumors, the program's cre ator is not in the Israeli army, and is hap
pily working on Amiga software.) I had hoped for a chance to look at Antic Software's Zoetrope before finishing this sidebar, but the review copy promised me was apparently lost in transit. If only half
the hoopla surrounding this one is true, it
should be a program worth investigating. Those of you who were lucky enough to at tend the Super Bowl are already familiar with the quality of animated effects Zoe trope packs, since most of the animations
dispalyed on the stadium scoreboards were created with Zoetrope.
The program was created by Jim Kent who was primarily responsible for Aegis
I can't close without mentioning one hardware item: X-Specs 3D, which truly
you which is so true to life that you can all but touch it. Fve never been a fan of 3D videos or movies. Until trying X-Specs 3D I viewed three-dimensional creations as simply curious images and nothing more. But when viewed through these glasses the images look as real as life itself. When I demonstrated a pair at a user group meeting everyone howled with de
light. Since only one person could view the animation at a time (the interface allows a maximum of two glasses to be used per computer), everyone else had to wait his turn. But that didn't keep the crowd from
enjoying the demo. What kept them laughing was the futile attempts of the person wearing the glasses to palm a pair
of animated cubes as they projected "out beyond the monitor." The 3D illusion the glasses produce is so good, it is difficult to believe you can't touch what you see. All I can say about X-Specs 3D is that they really work. Fm not sure just where they will fit into the future of video pro duction, but anyone who uses them will come away excited about the possibilities.
If Haitex can bring the price down to where everyone could afford a pair, I sus pect the era of true 3D video production will begin. Several companies have an nounced products that support X-Specs 3D, most notably, NewTek recently an nounced that DigiPaint III will support
them. Jeffery Hall reviewed the glasses in our February 1989 issue. If you didn't get a chance to read it, go back and do so, or
better yet get your local Amiga dealer to demonstrate a pair.
g
Amiga Video Product Information A-Squared 6114 La Salle Avenue Suite 236
CiiiiHiinnn li urn. Specialties
HilkIi Enterprises
New Horizons Software
89A Cabot Court
2800 E. Evergreen Blvd.
HauppauKe.NYH788
Vancouver. WA 98684
P,O.Boi4.'H67
Oakland, CA 9-1611
(516)273-0404
1206) 256-8567
15121329-6215 SewTek
(415)3390339 Computer Arts
Impulie, Inc.
Aegis Development
P.O. Boi 529
2210 Wilshire
Opp.AL 36467
6870 Shingle Creek Pkwy. #112 Minneapolis. MN 55430
Suite 277 Santa Monica. CA 90403
(205)493-6312
(612)566^)221
(213)392-9972
Crystal Roue Software
100 Westmore Drive, Unit 11C Reidale, Ontario. Canada M9V 5C3
(818)795-6664
Incognito Software 34518 Warren, Suite 149 Wentlaiul. Ml 48185 (3131462-2148
1416) 744-4246
Designing Minds, Inc.
Inkwell Systems
109 S. Loa Kolilea Avenue Anakin Itcsearrh
Pasadena, CA 91101-2417
3006 N Main
1050-R Pioneer Way El Cajon, CA 92020
Antic Software 544 Second Soeet San Frand9Ki,CA 94107
Logan.IT 84321 (8011752-2501
(415) 957-0886
Digital C real ions
(BOO) 234-7001 (orders onlyl
2865 Sunrise Blvd.
Innuviaion
Suite 103
P.O, Hok 742
Arock Computer Software 1306 E. Sunshine
Springfield. MO 65801 (4171887-7373
(800) 288-2765 (orders only 1 Associated Computer Service
2135 E. Sunshine. Suite 106 Springfield. MO 65B04 (417)687-9923
llassett Geographic
Hiincho Cordova, CA 95742
(916) 344-4825 Discovery Software 163 Conduit St.
Annapolis. MD 21401 (301)268-9877
P.O. Bo* 164
Hopewcll. VA 23860 (804)452-0623
Auhum,AL 36830
Earth Bound Software
(205) 887-9057
P.O. Boi 7710 Santa Cruz, CA 95061-7710
Bruderbund Software 17 Paul Drive San Rafael. CA 94903-2101
Elan Design P.O. Boi 31725
(415)4924500
San Francisco, CA 94131
(8001521-6263 (ordcre only 1
(415)621-8673
Hruwn-Wagh Publishing
Electronic Artu
16795 Lark Avenue. Suite 210
1820 Gateway Drive
Los Gates, CA 95030
San Maleo.CA 94404
(408)395^838
(415)571-7171
(800)451-0900
9442 Capital ofTeias Highway N
Austin, TO 78759
Hnywnrd, CA 94513 (415)538-8355 Vid/a Efftto 3D i Innovision InterActive So ft* o rks 2521 S. Vista Way, Suite 254 Carlsbad, CA 92008 (6191434-5327
Eagle Tree Software
1103 Hudd Avenue
l)yt*-by-Byte Arboretum Plaja 11. Suite 150
(619)440-7666 (619)440-7666
Escape Sequence, Inc. P.O. Box 1101 Troy, NY 12180 (518)274-1547
Austin, TX 78745
115 W. Crane Street Topcka. KS 66603 (9131354-1146 (800)843-8934 (ordersonlyl Oclree Software 311 W 4rjrdStreet, Suite 904
New York, NY 10036 (212)262-3116 O\xi Inc.
3426 Falcon Avenue Long Beach, CA 90807 (21314 27-2OB0
1'eterwn Knlerp rises P.O. Box Kl 4
Milfoni.NHMOH 1603) 673.4009
Progressiie Peripheral* & Software 464 Kalamath Street Denver, CO 80204 (303)82541*4 R& Dl. i'l ■ 'r 'I '
!■ M
Compulcr (irapliioi
fi3fi5 (ireen Valley Circle Suite 317
Culver City, CA 90230 1213) 670-0493
11-24 46th Avenue 2A
Long Wand City, NY nidi
(718)392-4090
The Right Answers tirouu P.O. Boi 3699
Liquid Light
2301 W 205th Street Suite 106 Torrance.CA 90501 (2131618*274
Torrancc. CA 90510 (2131325-1311 ShereffS) items 15075 SWKoll Pkwy.
Suite 0 MeiKill Systems
9500SW Gemini Drive
Beuverton, OH 97005
Beaverton, Oli 97006
15031626-2022
(503)626-8400
Silent Software
(800) 624-6465
706 W. Broadway, Suile 202
Micro Majric
Glendalc, CA 91204 (8181243-0313
261 Hamilton Avenue Suite 320 B
Sun Rite Industries
Palo Alto, CA 94301
3B01 Old College Road
(4151327-9107
Hryan.TX 77801
(512)343-1357
Finally Technologies
CLuJ.
25 Van Ness San Francisco, CA 91102
MicroMusiuns
723 E. Skinner Wichita. KS 67211
(415) 564-5903
P.O. Bon 3475
Syndesis
17408 Chatsworth Street
(316) 267-3807
Free Spirit Software
20 West Street Wilmington, MA 01887 (508) 657-5585
P.O. Box 128 Cape Fear Tdeproductions 605 Dock Strwt
Wilmington, NC 28401 (919] 762-8028 Charles Voner Designs 61ClewleyRoad Medford, MA 02155 (617)3964354 Classic Concepts RO. Box 786 Beilingham. WA 98227-0786
58 Noble Street
KuUtown, PA 19530 (215)683-5609 (800) 552-6777 (orders only)
Wacier Technologies P.O. Box 1309
Vancouver, WA 98666 (206)694-1539
Gold Disk 2171 Dunwin Drive, #13 MiBsissauga, Ontario, Canada L5L 1X2
(206) 733-8342
(4161828-0913
Commodore Business Machine*, Inc.
Haitcx Resources 206 Carrolllon Park
1200 Wilson Drive West Chester, PA 19380 1215)431-9100
SuiW 1207 Carroll ton, TX 75006
Granada Hills, CA 91344 1813)360-3715
(800) 522-2041 MicruSenrrh
9896 Southwest Freeway Houston. TX 77074
(713) 988-2818
[409)846-1311
True Hnsic, Inc. 39 S. Main Street
Hanover. Ml 03755 (603) 643-3832 Unison World
Mi cmWay P.O. Box 79 Kingston, MA 02.164 (508)746-7341
MlmetU'sCom. Cupertino. CA 95014
2150 Shattuck Avenue Suite 902
Rerkdey, CA 94704
(415)848-6670 VidTech International
2822 NW 79th Avenue Miami.FL 33122
(4081741-0117
(305)477-2228
Mi nil ware International 33 Alliance Blvd.. Unit 1
Verj Vivid
liarrie, Ontario, Canada L4M 5K2
302-1439 Queen Street W. Toronto, Ontario, Canada M6K 1A3
(7051737-5998
(4161537-7222
COMMODORE MAGAZINE
81
Amiga Video Product Information NOTE: Several products perform more than one function (e.g., 3D Modeling and Animation!. Please contact the manufacturer for complete product information.
SOFTWARE PRODUCT
PRICE
COMPANY
DESCRIPTION
Animation Animation: Apprentice 3.2
5295.00
Hash Enterprises
Animation: Editor
$59.95
Hash Enterprises
Animation: Effects
$49.95
Hash Enterprises
Animation: Flipper
$15.95
Hash Enterprises
Animation: Libraries
$'24.iir.
Hush Enterprises
Animation: Multiplane
$89.95
Hash Enterprises
Animation: Rotoscope
$79.95
Hash Enterprises
Animation: Stand
$49.95
Hash Enterprises
Animator
S 139.95
AmmotioR
$99.95
Aegis Development Finally Technologies
Cel Animation
Fantavision
$59.95
Broderbund Software
Animation program featuring object-oriented drawing tools,
Lightlhx ' 'The Drawing Tool for Animators'
$189.00
u & DL Productions
Mandala
$399.00
Very Vivid
Interactive viuVu/nni mat ion/music program.
Cold Disk
Creates 32-color animations with stereo sound. Import IFF
digitized sound effects, tweening and transformation.
MovieSetter
$99.95
Inbetwoening software for creating traditional, hand-drawn
character animation.
graphics or use built-in movie clip files. Photon Video: Cel Animator
S149.95
Microlllusions
Professional 2D animation and sound synchronization.
Photon Video: EDLP
S499.95
Microlllusions
Edit decision list management and transfer tool.
Photon Video: Transport Controller
5299.95
Microlllusions
Controls video hardware to allow automatic single-frame recording of graphics and animation,
Y.octrope: The Animation System
SI 39.95
Antic Software
Use as stand-alone paint program or to animate 3D images,
Clip Art Aegis Art Pak I
$24.95
Aegis Development
Clip art and animation eels.
Art Companion Volume HIV
S29.95 each
MicroSearch
Hi-res IFF graphics.
Art Gallery I and I!
S29.95each
Unison World
Chommap
851,00
Bassett Geographic
Cyber Design Disks
(34.86 each
Antic Software
Mapping package; makes basemaps and shows areas shaded according tn data values.
3D objects/forms; Architectural Design Disk, Human Design Disk, Interiors Design Disk, Future Design Disk, Micrabot Design Disk
Deluxe Maps Vol. 1
$25.00
Computer Arts
U.S. region a I/state maps clip art.
Desktop Artist
$29.95
SunRize
200 Pieces of li&W IFF clip art for use with any paint
Express Clip Art
$29.95
Brown-Wagh
IFF images.
Associated Computer Services
Maps, backgrounds and symbols.
program.
Graphics Library
$195.00
Impact
$89.95
Aegis Development
Presentation graphics and charts.
Media Line Animation Ilachgrounds
$39.95
Free Spirit Software
30 different animation backgrounds for use in video
Object Disk *1
$19.95
Syndesis
Space SlationlOrbiter
$69.95
B_yte-by-Byte
S46.25
interAclivoSoftworks
presentations.
Full disk of objects for use with Sculpt,'ID and VideoScape3D. Disk of 3D objects in Sculpt scene file formal.
Fonts Andre's CalligraFonts
Asha's CalligraFonts
S89.95
InterActive So ft works
BmrdWaDt Font Set
$49.95
CLtd.
Borders Font Set
$49.95
CLtd.
Business Font Set
$49.95
CLtd.
CfilligraFonls Series
$46.25$89.95
InterActive Softworks
Calligrapher 1.05
82
$129.95
Includes Stained G!a.*s. KidsBlox, Bronze, Script.
Five packages of Amiga Diskfonts/Colurfonts created by pro
fessional artists using Calligrapher. InterActive SoAworks
Celtic Open Font Set
$49.!>4
CLtd.
Commercial Font Set
SU9.95
CLtd.
EartkBoundFont Collections Vol. 1-3
$15.00 each
EarthBound Software
Fontset I
$34.95
Goid Disk
Flint-Works
$99.95
Associated Computer Services
Headline Font Set
$49.95
CLtd.
Jet Set Font Set
$49,95
CLtd.
JULY 1989
115 desktop publishing fonts for PostScript-compatible or dot matrix printing.
(formerly Newsletter Fonts)
Professional font editor.
High-quality Amiga fonts; setup utilities and documentation included. Eight type styles.
Amiga Video Product Information PRODUCT
PRICE
COMPANY
DESCRIPTION
Kara Fonts Headlines
879.95
Kara Computer Graphics
3-disk set. 10 hi-res. professional-quality dimensional color
Kara Fonts Headlines 2
$69.95
Kara Computer Griiphica
2-difik set, 4 hi-res dimensional color fonts, 2-11 sizes each; Chisel Script. Glass, Engraved. Embossed.
fonts, 2 .sizes each.
Kara Fouls Subheads
$69.95
Lion's CalligraFonts
Kara Computer Graphics
$89.95
InterActive Softworks
Four-disk set of 150 Amiga bitmap Diskfonts in ailed from
Martin's CalligraFonts (formerly Studio Fonts)
$46.25
InterActive Softworks
Includes 17 pre-colored, pre-patterned Colorfonts plus 12
Masterpiece Fonts Vol. 1-5
$59.95 each
Arock Computer Software
Samt as Headlines but in two smaller sizes. 7-160 points.
monochrome fonts.
Media Line Font Disk 1
$34.95
Media Line Font Disk 2
$34.95
Fret Spirit Software
About 25 fonts per volume selected from Masterpiece Profes sional Font Collection. 20-dink .set, i id fonts; also includes clip art and color fonts. 9 bit-mapped fonts for video presentation and DTP. 3D fonts for video pre.se n lull on and desktop publishing.
Novelty CalligraFonts
$69.95
InterActive Soflworks
Two-disk sel with 14 Amiga Diskfonts and 16ColorFonls.
Olde English Font Sei
$49.95
CLtd.
Professional Font Library
$74.95
Classic Concepts
6-disk set, almost 200 styles, (iO distinct fonts 7-100 lines high: monochrome & mullicolor; 85 p. manual; requires 1MB.
ProFonts Vol. 1
$34.95
New Horizons
Professional fonts.
ProFontsVol.il
$34.95
New Horizons
Decorative fonts.
Pyre Script Font Stt
$49.95
CLtd.
Simple Script Font Set
$49.95
CLtd.
StoryBook Capitals 2.0
129.95
Classic Concepts
Symbols Font Set
$49.95
CLtd.
Tale Fonts I
$69.95
Byte-by-Byte
3D fonts for use with Sculpt-Ammate series; Slot. Tube and Prism.
Tatc Fonts I!
$69.95
Byte-by-Byle
3D fonts for use with Stulpt-Aniimite series; Bevel, LCD and
Unity Roman Font Set
$49.95
CLtd.
Video & Headline Fonts
$39.95
Classic Concepts
Video Visions Series
$24.95 each
Charles Voner Designs
Masterpiece Professional Font Collection
$199.00
Arock Computer Software
Free Spirit Software
Ice, Pencil. Skyline, Swisscheese, Jade. Stars & Stripes.
2-disk set of large, decorative capitals; brush fonts to liven up graphics: 50-180 lines high in monochrome and color.
pi-js m i j, r L [ tl J1ILl .
3-disk set; 30 fonts in approx. 80 .styles. Especially for video titling, paint programs; requires 1MB (duplicates disks 3-4 of Pro Font Library).
Two-disk volume (or available as sets]. Back drops'scenery IFF overscan files; full 16 color hi-res; two video fonts included.
VV1: The Tiller
3D fantasy/animal objects fur Sculpt 3D, Videotcapt 3D nr
VV2: The 3D Animator
3Demon,
Characters creations for 2D animations.
VV3: The 2D Animator VV4: The Videographer
Weddings/occasions for use with wedding productions;
VV5: The Broadcaster
Business broadcast parts, backdrops for cable or TV.
borders included. History/geography; colorful world maps.
VV6: The Educator
Pnxlucts'symbols for putting logos or product ads together.
VV7: The Advertiser Zurna Fonts 1,2,3 or 4
$34.95 each
Brown-Wagh
Each volume contains 3 styles with 6 sizes, 2 resolutions.
$59.95
Crystal Rose Software
Produces and processes fractal images with infinite complexity.
$37.00
Eagle Tree Software
Fractals Analytic Art
Image Processing Butcher
Will convert between all Amiga display modes, supports overscan.
Impulse. Inc.
HAM paint program image processor.
DettixePhotoLab
SI 49.95
Electronic Arts
Allows users to create and manipulate photographic-quality images in 8 levels of resolution.
PhotoSynthesis
$149.95
Escape Sequence
Dedicated image-processing program; can store up to five images in its buffer.
$69,95
Progressive Peripherals
Image enhancement software; will perform 3000 special ef fects on one image.
Atgis Images
$39.95
Aegis Development
Powerful low-cost paint system.
Amiga Starter Kit
$99.95
Aegis Development
Includes paint program, drawing program, animation pro
B-Paint
$39.95
Finally Technologies
Chroma Paint
$49.95
Designing Minds
Diamond
PIXmate
$99.95
Paint gram and clip art. Fast paint program supports Extra Halflirite.
COMMODORE MAGAZINE
83
Amiga Video Product Information PRODUCT
PRICE
COMPANY
DESCRIPTION Graphics program with split screen magnify, color gradient fills, color cycling, mirror tile and cyclic symmetry options.
DduxePaint II
$99.00
Electronic Arts
DeluxiPaint III
$149.95
Electronic Arts
Digi-Paint3
Express Pain! 3.0
Onion Photon Paint 2.0 Sprite
S99.95
$139.95
NewTek Brown-Wagh
TBD
Silent Software
$149.95
Micro Illusions
(79.95
Glacier Technologies
$99.95
Upgtflda that includes Animl'aint animation program. Advanced HAM. 4096-color paint program, 100'3 in assembly code for fast response.
Full-featured paint program; any size screen, virtual page, unlimited undo redo. 3D.
Full-featured second gent-ration HAM paint program with animation and 3D effects.
Graphics editing and creation tool. Designed for short editing
jobs required by video and graphics professionals.
Presentation Aegis Development
Create special effects like spins, page turns, venelian-blmds.
DeluxeProduct ions
S199.00
Electronic Arts
Lets users work in overscan and chain productions together;
DduxeVidrulS
$129.95
Elwlnmlc Arts
Generates animation and titles; adds music/sound to videos.
ANIMagic
includes 40 special effects, 3 clip art disks,
Thr Director
369.95
Right Answers Group
Manipulates images, text and sound.
Elan Performer
$59.01)
Elan Design
Supports variety nf Amiga graphics and animation formats
$199.0Q
Elan Design
fur display without disk swapping at the press of a key. Inuision
Works with A-Squared's Live! to capture, process and display video effects continuously in real time.
Lights! Camera! Action!
$79.95
Aegis Development
Graphics, animation and musk presentation program; in cludes -10 screen transitions.
$29.95
Mind ware
PagiFlipper Pirn FIX
$159.95
Mindware
Kill 1-screen 1FK image and special effects program with builtin and custom effects.
PagtSyrK
S100.00
Mi lid ware
Creates timed interaction between graphics and audio; allows
Pagi'Flipper
external MIDI events and computer animation to control each Station Manager
$3000.00
Associated Computer Services
Includes Amiga hardware and DellaeProductions, Weather Graphics Map Generator, Weather-Link, a graphics library, character generator and teleprompter.
Toolkit
$39.95
TV*SHQY?
Right Answers Group
Adds wipes, pie-chart generator to The Director.
$99,95
Brnwn-Wagh
Slide show generator; over 50 transitions available.
$249-00
Octree
$1995.00
Octree
3D conceptual design and video. 3D conceptual design and video animation (2-4MB reel.
3D Modeling Cuiifiari
Ca iiga ri Profess tonal C-Light
$59.00
Peterson Enterprises
Design 3D
$99.95
Gold Disk
Farms in Flight II Modeler 3D
$119.00
Micro Magic
Ray-tracing system for generating 3D pictures'animations wish shadows, multiple light, sources, and mirror surfaces. Wire-frame modeling program with six line types and .' 6 colors; provides four views with four light sources. :iD graphics/animation software; includes surface patches, texture mapping and Phong shading.
$99.95
Aegis Development
3D object-generation system with adjustable windows show ing top, side and front views of your work. Full-featured 3D ray-traced rendering; arbitrary resolution;
Opticks
$199.00
Incognito
PageReader 3D
$159.95
Mi nil ware
3D rendering program that combines large object library with
$99.95
Byte-liy-Byte
3D modeling and rendering package, includes effects like
$499.95
Byte-by-Byte Byte-by-Byte
up to 1G million colors. hlltilYtrt fill" X-Smjfii 'ITI
Sculpt 3D 2.0 Sculpt-Animate 4D Sculpt-Animate 4D Jr.
shadows, inflections and smooth shading.
3Dernon
$99.95
Mime tics Unique
3-D Graphics
Professional 3D design and animation software. Integrated 3D design and animation program. WYSIWYG 3D object editor; supports popular rendering pkpjs.
549.95
liay-tracing program blends logical user interface with ani> 3D animation software, real-time playback in 409G colors.
S149.9S
Turbo Silver 3.0
$199.00
True Basic Inc. Impulse, Inc.
VidenScape 3D 2.0
$199.95
Aegis Development
mation capabilities.
Titling Broadcast Tiller Pro Video Plus TV'TEXT VideoTitlcr 1.1 84
JULY 1989
$299.95
Innovision
$299.95
S he re ff Systems
$99.95 $149.95
Brown-Wagh
Titling for video and graphics; colors, fonts, shadows, back grounds, special effects.
Aegis Development
With ten fonts and VideoSeg menu-driven slide show program.
Amiga Video Product Information — PRODUCT
PRICE
COMPANY
$99.95
Sanitize
DESCRIPTION
Utilities Color Splitter
Electronic color separator for use with Perfect Vision and
other digitizers that need RGB separation. Allows user to print screens or save an IFF files.
Grabbit
$29.95
Discovery Software
Forms in Flight Conversion Module
$19.95
Syndesis
Interchange
Add-on module for Interchange.
$49.95
Syndeais
$119.95
Syndesis
Translated file formats between Scii V and VideoScape 3D.
$19.95
Syndesis
InlerFont Turbo Silver Conversion Module
Create 3D object fonts from any Amiga bitmap font, (Avail able for S79.95 as upgrade to Interchange.) Add-on module for Interchange.
Videotapes Color Cycling Animation
S39.95
Cape Fear Teleproductions
Explains Amiga color cycling applications.
Digitizing for Effect
$39,95
Cape Fear Teleproductions
Shows how to capture images with NewTek's DigiView and how to manipulate captured images.
3D Cookbook Video
S24.95
Byte-by-Byte
Introduction to animation on Sculpt-Animate 4D.
Video Graphics Techniques
$39.95
Cape Fear Teleproductions
Introduction to Amiga graphics used in video applications.
Inkwell Systems
Two-touch switch light pen with transparent driver; supports
HARDWARE Accessories Amiga Light Pen and Driver
S129.95
most Amiga graphics packages.
Digi-Droid
S79.95
NewTek
Facilitates digitizing with Digi-View Gold by turning the filter wheel automatically.
flickerFixer
S595.00
MicroWay
Graphics adaptor; eliminates interlace flicker on the Amiga 2000 and 2500.
X-Specs3D
$124.95
Ha it ex Resources
3D glasses.
Amiga 2300 Genlock
$399.00
Commodore
AmiGen
$199,95
Mi me tics
Internal genlock suitable for non-broadcast use. High-quality, no frills genlock/RGB encoder/keyer.
Genlocks
Color Qube: Genlock/Mixer
TBD
Micro Illusions
Genlocks the Amiga and frame buffer to an external video source and mixes all three images in various combinations.
Communications Specialties
Professional-quality, full-featured genlock with S-VHS output.
S 1695.00 S 1865.00
Magni Systems Magni Systems
Genlockable video graphics encoder for Amiga 2000, provides
Magni 4010 Remote Control
$495.00
Magni Systems
Allows switch control of 4004/4005 fading and keying functions. Also bundled with 4004: S1995 and 4005: $2165
ProGen
£449.95
Progressive Peripherals
Professional-quality genlock for all Amigas. Meets RS-170A
VidTech
Genlock; supports S-VHS.
$749.00
Digital Creations
Genlock with sliding fade controls, notch filter, broadcast quality, includes software.
$1595,00
Digital Creations
(available July '89) Super VMS genlock, full timability, inter
GENtONE
Magni 4004I4004S (NTSC) Magni 4QQ5I4OO5S (PAL)
Scanlock VSL-l (NTSC) (PALI SuperGen SuperGen Gold
$895.00
$995.00 $1095,00
fades, keying and RS-170A output. "S" versions also supply S-VHS graphics only output.
standards for broadcast quality.
nal board with external control, includes software.
Graphics Tablets Summagraphics MM-format graphics tablet with driver and
AProDraw U2" x 12")
S549.00
R & DL Productions
Easy! A500
$399.00
Anakin Research
Pressure-sensitive, allows you U> draw with pen or pencil.
scaling software.
Video Digitizers Color Qube: Digitizer
TBD
Microlllusions
Real-time 32,768-color frame grabber; requires Frame Buffer.
ColorQube: Frame Buffer
TBD
Microlllusions
Displays 32,768 colors in full video overscan. Video digitizer captures 2,1 million colors in memory giving
Digi-View Gold
$199.95
NewTek
Frame Buffer/Frame Capture
5549,95' S199.95
Mimelics
you 100,000 apparent colors on screen simultaneously. Professional-quality video image capture nnd display for full
FrameGrnbber
$699,95
Progressive Peripherals
Real-time color video digitizer for all Amigas.
FrumeGrabber2S6
$699.95
Progressive Peripherals
tiw/(A2000]
$450.00
A-Squared
256-gray shade real-time video digitizer. For A500: S399.00 and A1000: $295.00,
Perfect Vision
$249.95
Sun Rise
Real-lime B&W video digitizer; 16 grey scales or 4096 colors.
Video Toasler
$1595.00
NewTek
Real-time, full-color digitizer, real-time digital video effects,
fidelity rendering, paint and image processing applications.
frame capture, frame buffer and broadcast-quality genlock.
COMMODORE MAGAZINE
85
Inside Q-Link/Welcome to My World
telephone bill. The costs can mount up very quickly!
Continued from page SH
room. Don't forget that if you pick a room name that already exists, you'll enter that
ware authors from throughout the indus try, or even one of the magazine editors or
room instead of creating a new room. As I mentioned earlier, People Connec
authors like me. There's something going on in the auditorium just about every night. If you just want to chat or mix it up with good conversation, you might want to
tion is one of the most active areas on QLink. However, keep in mind that PC is a Plus Service and costs you an additional
charges for accessing one of the local input
charge for eveiy minute you spend in that part of the system. Some people might
telephone companies offer things like
wander into one of the rooms in People
will represent what kind of group is using that room or the subject they're discuss ing. There are also private rooms where people can go to be undisturbed while
consider this expensive, but just compare the cost per minute for using People Con nection to the cost of using one of the local telephone chat services. I think you'll find that PC is actually much less than these limited local services. While touching on the subject of costs, I should mention that new users of online services like Q-Link should check out
talking with other users.
their expected local telephone charges be
Anyone can create his or her own room—it's really very easy. Simply select the menu function to go to a iwitn and then enter the name of the room you want to create. You'll be transported to the room and then you can E-Mai] your friends or others to let them know where to meet you. If you want privacy, lie sure to use a private room instead of a public room. You might also want to use something unusu al for the room name so that others don't
fore signing up for these services. Even though Q-Link and other systems typical
Connection. There's a menu function that will let you display what public rooms are
currently active and how many people are in each room. Typically Bach mum's name
accidentally stumble into your private
ly absorbed the cost of using Telenet or Tymnet while you're online, there may
still be a local telephone charge to access the local input node to these communica tion services, [f you're not located in a
highly populated area close to these in puts, be sure to check what the local or
long-distance telephone charges might be to access the system. If not, you may be in
for a real shock when you get your next
In some cases, you can pay a small
monthly charge to your telephone com pany for some sort of special service that may help reduce or even eliminate any nodes. In some parts of the country the
Wide Area Calling, Circle Billing or simi
lar services that could tum out to be a real bargain in the long run. In my case, the closest input node is in the next county,
and I found that 1 could cut the telephone charges from 15 cents per minute to only five cents per minute for a fixed charge of less than $3.00 per month. Over the course of a month that adds up to a rather sizable savings for me, so be sure to check the options available in your area. Gue&s that's it for another month. I've been told there are a number of new ser vices and features in the works, and sever al may even be available by the time you
read this. Fll have more information in coming columns as Quantum releases de tails on each new function. As usual, you can reach me via E-Mail to RBAKER on Q-Link or RBAKER PC on PC-Link if you have any comments or suggestions concerning this column. 3
Letters
Continued,[torn pagt 4
remarkable evasiveness in answering— definitively—the key question: Who is pir ating whom?
Although my personal computing expe rience has spanned years and has intro duced me to a wide variety of "people" and "hackers," my total experience with pirat ed software has been—get this—absolute
ly none! I asked around after reading Fields' article and found that almost ev eryone I know who "hacks," as it were, has
the same experience! Oh, there are an aw ful lot of PD programs and copies of old, obsolete programs floating around out there all right—hut certainly nothing that very many of us even wants! I don't
use pirated stud', my friends don't use it,
and we're certainly not complaining be
cause we buy our programs legitimately!
Heck, we like buying them! So, exactly who is it who is complaining so vociferous
ly about this mysterious enigma, the soft ware "pirate'?
Why, goodness gracious and land sakes
alive, it's all those poor little, itsy-bitsy software companies themselves who
shout, "Pirate, Pirate!" every time they market a new program and slap a $50 or $60 price tag on it! Yes, sir, that's who it is, 86
JULY 1989
all right.
wood took the Sony Corporation to court and claimed that BetaMax VCR's consti
piracy has utterly failed to convince me that such piracy as it actually exists con stitutes a real threat to the software in dustry. Rather, I believe these companies benefit from these sorts of dire percep
tuted copyright infringement of their pro
tions.
This whole flap about "pirates" is so similar to just a few years ago when Holly
ducts—movies. Hollywood howled to the
heavens about how the home VCR was go ing to destroy the movie industry and about how the "movie pirates" spelled fi nancial ruin for the movie makers. They
howled but—thank goodness—nobody lis tened. They lost their suit. What hap pened? Well, the movie industry is stran ger today than it has been in decades! The horrible things the movie moguls proph esied never happened! As a result, even though the movie in
dustry was really saturated with orga nized pirates to a degree not even ap proached in today's computer software
market, consumer prices dropped drasti cally and consumer access to movies was increased dramatically! In short, absolute ly everyone benefitted! Let me conclude by saying that I do not favor software piracy in any form, nor do I
defend it. My considerable library of soft ware is all legitimate, and I'd have it no
other way. But Fields' article on software
The truth is that the major software companies in this country have the re
sources to drive the pirates that may exist right out of business. But until they are willing to change their price structures to reflect this goal, they will forever cry "Pi rate! Pirate!" And I, in the reclusive shade of my magnificent Amiga will forever doubt their complete veracity.
Sincerely,
John W. CovingUm III Savannah, GA Editor's Note: Is the video industry a good
parallel to the software industry? if it is, tlien maybe the software publishers should take a look at Disney. Cinderella was re cently released for sale at a retail price of $19.95 (although they could have easily
charged $4935 or more). The result? Ac cording to the April issue ofMagazine and Bookseller, about eight million copies have been sold.
Software Reviews/Roadwars Continued (mm page 17
ing an offensive accruement that becomes a necessity in the later rounds. While not overwhelming, Roadwars' graphics are certainly adequate and effec
tual, providing a true sense of movement as your vehicle hurls down its course. Striped curbs line each side of the road, helping to sell the illusion as they stream past. All the vehicles and obstacles are
well defined and easily recognizable, and move with a realistic flickerless fluidity. (A quick note: the screens depicted on the back of the game box are from a more ad
vanced translation of the contest, not the 64 version. What you see is not what you get.)
One surprising play element is that
your Battlesphere doesn't have an accel
erator or brake. When you're cruising, you move at one constant speed: fast... no,
make that extremely fast. And this is the game's appeal or flaw, depending upon your preference. If your trigger finger is in top shape and you possess that uncanny
Drivers' Assurance
ability to follow three obstacles with two
Amiga Software Reviews/Dragon's Lair~ Continued from page 25
eyes, you won't find a better challenge. Play is fast and fresh, full of all the un compromising reflex tests that arcaders
and best of all there's little difference between the two.
thrive on. But if either you or your part ner fall into the "think-Lhen-act" player
computer gaming field, and will go down
This game breaks new ground in the
category, you may never get out of the
starting block. When a killer ball is bear ing down, a satellite has locked you in its sights and sparks are flying everywhere, you can't stop and plan. All strategy will
have to be decided before the trip begins, or you'll soon be figuring from a stellar scrap heap.
The game's arcade flavor is rounded off with all the desirable extras. Each round is introduced with a scrolling title screen
that gives each street its own personality. The audio track accentuates the action with stunning sound eflccts, and although
the vanity board won't let you .save high scores to disk, you can keep track of any milestones reached during each sitting. Roadwars is a thrilling, high-speed
challenge that stands as one of the tough est drivers' testa around.
Q
• For tense arcade action, Roadwars
You Can Steer Clear of Trouble
really shines as a two-player contest.
Life in this game's fast lane can be short and cruel if you're not familiar with the rules of the road. Read the instruction
Here, victory is dependent upon coopera
tion and communication. Before pushing off down the road, divide the duties.
One player should concentrate on elimi
in history as the first ever cartoon-quality game for any computer system! If you loved Dragon's Lair in the arcade, or wish to own the most awe-inspiring game ever produced for the Amiga, then this is defi nitely the game for you.
Secrets from Dirk
• Always have your sword ready, for Dragon's Lair is full of surprises. • Before you start playing in high-reso lution mode, be sure that you have prior experience in the portion of the game you're playing. If you don't, you will find
play a little awkward, since the screen is condensed so much.
• Since game play happens so fast and decisions must be made so quickly, don't panic if you get killed. Remember, the game sequences happen exactly the same way over and over again. So the next time you approach that same sequence try something different—it just might sur prise you. a *Ako available for the Gomnuxlore 64.
Amiga Software Reviews/Deluxe Print ll~
pamphlet Arcadia provides to familiarize yourself with the enemies' tactics and ten
nating the charged portions of the guard
Continued from pane 33
dencies. Then look over the tips I've listed
rail while the other keeps his sights on all
below. They'll help you avoid some of the more
of the oncoming road obstacles. Both driv ers should also be ready to give verbal
into line to fit all the established stan dards, one other problem slipped
common road hazards. Don't be discour aged if it takes some time to get the feei of your vehicle and its weapons. With a little
"Shields up!" warnings any time the en emy slips through for an unobstructed
patience and practice, you'll soon be cruis ing into Armageddon's Hall of Fame. • If you're off on a solo mission, a com puter-controlled Battlesphere partner will join the ready ranks with full armor and impressive firepower. That's the good news. The bad news is that he will also
• Collect every bonus road arrow you
bring along questionable shooting skills, poor target choice and driving tendencies that border on maniacal. At times, the in
consistencies of this computer companion will prove more threatening than any thing the enemy can toss your way. I've gotten more cooperation and achieved higher scores working alongside an empty Battlesphere. Try it yourself. Even though you're playing alone, choose the two-play er option. The unmanned vehicle will cruise in tandem with yours, even firing whenever you take a shot at the enemy. This consistent, predictable behavior will
allow you to concentrate on more impor tant matters—like the enemy.
life-threatening shot at your Battlesphere. can possibly get your hands on. The in
stant increase in firepower that they pro vide will be an invaluable asset in the latr er rounds.
• Your computerized foe, as indestructi ble as he believes himself to be, appears to
have a glaring offensive blind spot. As long as you position your Battlesphere just a little over one vehicle's length from
either of the outer guard rails, you will re main virtually unnoticed and safe from attack. Most (if not all) of the road obsta cles will zip by, coming close but never making impact with your cruiser. The only attackers you will be left to worry about are the killer satellites, which should be picked off on the horizon, long before they have a chance to move up and zero in on your coordinates. This luxury
express lane will help to put some of those desirable highway miles on your Battlesphere.
through—the first released version of DeluxePrint II was not compatible with AmigaDOS 1.3. If you are a 1.2 user and
bought an early release of DeluxePrint II, you probably haven't noticed any prob lems, since it works perfectly with that version of DOS. Electronic Arts (although
a bit embarrassed by the slip-up) stepped sales of the program long enough to fix the DOS problem. If your version ofDeluxePrint II will not work with AmigaDOS 1.3, contact EA for a free update which is compatible with both 1.2 and 1.3.
Conclusion
Because of it's improvements and en hancements, DeluxePrint II is a worthy and welcome successor to DeluxePrint. It is even easier to use than the original pro gram, has more options, is logically de
signed and produces quality printouts. Computers were meant to be used as tools, and DeluxePrint II turns the Amiga into a very useful one. Most users will be pleased
with the powerful and flexible print shop this programs hangs to the tail of your mouse.
a
COMMODORE MAGAZINE
87
Amiga Software Reviews/Cosmic Relief- Pumping GEQS/Spreading the GEOSpel Continued from page 30
Continued from page 46
will be spent tiying to stay alive, explor ing the game world, and collecting and finding the use for all of the objects. If you
mistake—react quickly: "Exactly. That's the best way to draw. Ever tried drawing with the keyboard?"
can do these three things effectively, you
will win the game. As an extra challenge, choose an adventurer of a different nation ality and try to find out his key item. If you already know how to finish the game, you can try to get higher scores each time you play. Staying alive will be tough until you find out who your enemies are. You
don't really need to draw a game map be
cause the game world is not that compli cated (and for another reason that I'll mention later). Your biggest problem will be finding out what each object does and when to use it. You'll be doing a lot of "thinking," both as an adventurer in the game and as the human player who is guiding that adventurer. I've already mentioned the graphics (par excellence), so let's talk about music and sounds. In addition to using the
graphics of the Amiga well, Cosmic Relief attempts to push the sound chips inside the machine beyond the normal amount of use that you see in games. There is al ways exciting and intense music going on in the background, and the sounds are re alistic and comical. As for using the capa bilities of the Amiga, Cosmic Relief'tries hard and succeeds. The Commodore 64
version of the game does as much as possi ble with the capabilities of that machine, as well.
the farewell letter written by Professor Renegade to the people of Earth 40 years ago and a sealed clue sheet/map. The clue sheet has a complete map of the game world and Professor Renegade's hideaway,
a list of the items and what they're for, and a list of the adventurers and their key items.
Although the sheet tells all, it is not specific as to when and where the objects
are used in the game. If letters or num bers were placed on the map where the ob jects should be used and where they are found, it would help things out a lot. The
only other complaint I have with Cosmic Relief is that the package looks a little on the dull side, rather cheesy. The game
play is flawless and the overall result is a great success. This is the type of game
that should spawn a sequel. Until then, switch nationalities and try again. Now go *Also available for tite Commodore 64. 88
JULY 1989
at this point, but a few will start flailing blindly, saying things like "Yeah, but
icons are hard to grab" and "It takes too
g
my word processor." It's your turn to snort.
Challenge him by saying, "Let me see
some." Be assured, he will be quieted. The next best offensive weapon in your arsenal is the "Boy-does-GEOS-evermake-good-use-of-the-Commodore-lineup" attack. Tell him how GEOS uses the REU. Report to him how easy it is to have
not just two drives on line but even a third
much time to double-click" and other non sense. If you're dealing with one of these, go ahead and slap the guy a couple times in the face. He'll thank you for it later when he comes to his senses.
him how much his software makes use of the 1351 mouse. And finally, throw in a
Final Attack: Graphics Interfaces Are Too Slow
concluding with a statement about the huge GEOS family of supported printers
We GEOS users cower at the word slow.
RAM disk. Talk a while about how you
loaded a 1581 disk with data files. Ask
few snide comments about printer drivers,
as well as up-to-date drivers that do dou
If GEOS has an Achilles heel, this is it The tendency, when trying to parry such a
ble and even quad strikes.
thrust, is to react wildly, to cover up, to de ceive, even to lie about GEOS's true speed.
body will be on the ground and it won't be yours. But we GEOS people have taken
Don't do it. You have two ways to an
some unfair hits in the past: it's tempting
swer this challenge. Way 1: tell him about
to give a couple kicks to make up for pre vious wrongs. I sympathize, but don't. Re
the REU. Do this even if you don't have one. Trust me, an REU is more than just a wonderful piece of computer hardware— it's a piece of metal fashioned to fit perfect ly over GEOS's heel. Of course, if your opponent is smart (and if he has any spunk left in him), he'll retort that he doesn't plan to spend any
more money on his system. This is the fa mous Nada-Moola Maneuver. Nothing de flects this as well as the even more famous Gotta-Droola Enticement. 11) employ it you must be prepared with
at least one really snazzy geoPaint, geo-
The final things I want to discuss are the inclusions and game package. Along with the game manual, you get a copy of
off and save the world!
Most non-users will give up on this tack
saying, "Yeah, I can do some of that with
Write, or best of all, geoPublish document that you printed out on your dot matrix printer. Better yet, get one done up on a laser printer using one of the many laser printing services. Hold it in front of your opponent's eyes. Speak softly but authori tatively and say: "Can you do this with
Speedscript?" (Speedscript, for those new ones amongst us, is a word processor that first appeared as a type-in program in a magazine. Many GEOS-haters are Speedscript users.)
The beauty of the Gotla-Droola Entice ment is that it moves you from defense to offense. At this point, it's good to polish
him off. The offensive moves are easy to learn, highly effective, and few in number.
I assure you, at this point in the duel a
member, we are trying to convert this hea then, not kill him. If, by some Rasputin-like freak occur rence, he just won't admit defeat, you should go with the offensive weapon num ber 3: Product Professionalism. Start with program integration. Ask him if he has any applications that will share data from notepad to spreadsheet to charting to da tabase to paint program to infinity? Then mention all the user support available in magazines (complete columns dedicated to the product) and Q-Link. Finally, dwell on the quality of Berkeley's documenta tion, possibly the best in the Commodore
world. Read aloud from a GEOS manual, referring often to the clarity of the writing
and the voluptuous number of illustra tions. We GEOS folks are refined people.
After disarming and defeating our foes, we change from fighter to friend. This is the last step in the conversion process. Take him to your house and let him play with GEOS a while. Show him your favor ite tricks. Lend him your mouse for a day (well, maybe that's going too far). And be sure to give him information how he can
order updates and applications.
Gotta-Droola is the number one offen sive weapon. We simply must show the
If you employ these techniques, you can bet the entire Commodore community will be a-buzz with even more GEOS in terest than there already is. You will be fa mous for having been such a good person, but deep down you and I know your true
non-GEOS person the output that we can
motives: you wanted more GEOS stuff.
get with our humble little Commodore systems. He may attempt to defend by
Don't tell anyone. Just enjoy Pumping
Counterpoint: Take This,
and That and More
GEOS.
n
Fishing for tiie Death Angel Continued from page 43
Atabek, who did Rings ofZiflin in 1986, this one takes place in a far more complex and detailed world: six towns and villages,
plus ten dungeons that contain a total of
can explore while Spellcasters learn their spells. In battle, you'll face several monsters, each represented by its own icon in a sim
ply-illustrated combat area. You direct each party member's actions individually,
54 levels. There are 25 volunteers from which to choose your party. All are prerolled (but you can change your charac ter's name) and ready to rock. I like this form of party creation, since they're all armed and equipped from the outset. The aerial-view maps and ability to converse
but the process won't wear you down as in Pool—and a battle rarely takes more than a few minutes to resolve. Many actions, such as long-range attack spells, are effec
with characters (by typing in a few words) are reminiscent of the last two Ultimas,
out of the way to duck a sword or arrow,
but Magic Candle makes many innova tive contributions to the genre.
Well, Isn't that Special?
"Specials" endow this fantasy world with its own personality and charm. There you go, trekking down the road in search of Ores to slay. Abruptly, the map is re placed with a first-person illustration like those seen in graphic adventures, showing your party halted at a washed-out bridge. Use a rope at this point, and it sails across
the chasm; your characters then slide along it to the far side. Other events are often illustrated in this manner, providing a bit of relief from all that delving, slaying and mapping. Graphics are average for such a game: not as detailed as Questron,
but offering lots of spot animation and finer touches inside towns and so on. Mapping, however, won't be as much of a problem as in many quests, for you've got auto-mapping in the dungeons. There's also a View command that drops a mini-map of the section of Deruvia in
tively animated and beefed up with good sound effects. Another novelty is the way your crew and the monsters often jump
then move back into their original posi
tion.
The interface is among the most power
ful and easy to learn that I've seen in an RPG, especially one with so many com mands (a total of 44). Rows of options (walk, use, search and so on) appear at the bottom of the screen, similar to the verti cal menu of Questron II. But when you en ter a new location, some of the choices are replaced by new ones. There are three dif ferent ways to select a command, and an other convenient aspect of this interface is that you don't have to memorize the key
strokes that execute each command. Be sides allowing you to save up to four games on a disk, the program enables you to name each one. For years, I considered originality the most important criterion when reviewing a new title, but I've finally realized that
the key factor is really how much fun you have playing it. So if it's an epic quest you're seeking, The Magic Candle—with its inventive plot (none of this "find and slay an Evil Wizard" business) and nu merous innovations—is the light at the
and not such a pain. For one thing, you
can divide the team into several smaller ones (as in Wasteland), so the Fighters
draw your images. You also have the abil
ity to load and use standard IFF pictures and brushes. When you have created a frame, you simply move on to the next until your en tire set is created. A "registration mark"
option is provided to help you line up all of your frames. Of all the features in Movie-
Setter, the Set Editor is the weakest; its design methodology could have been bet ter. For example, there is no indicator to display how many faces are in a given set or what number face in the series is cur rently being displayed. If you want to draw an animated figure that completes its movement in ten frames, you have to manually keep track of which frame you are currently drawing. While you can load previously created sets, you cannot load sets saved in standard IFF ANIM format. This makes it very difficult if not impossi
ble to use images created from other sources, such as digitizers.
Finally, it would have been nice if an option were available to allow an image
you have drawn to be copied to die next frame in the series automatically. As pres ently designed, you have to remember to copy the frame to the buffer, advance to
the next empty frame, and paste the saved image into the buffer.
The 68-page manual is informative, but like most programs of this type, the only
efbe ijkbdlfst. Open upxfrn ejtqfotfs and
and provides a simple way of creating ani
follow instructions. Tb get past poison gas
mations for video productions. While it is obviously designed primarily for cartoon animations, it can be used for any applica tion that requires moving objects over a background. While SMUS music sound track support capabilities would have
qfbsmt into dungeons. Build up Charisma
more conveniently performed in Candle,
right edge of the screen, a double vertical row of icons represents various drawing tools. Using these tools you can create geometric shapes, fill areas and generally
the plane, search uvscbot and qpdlftit of
Clues of the Month Club
ings. Combat and magic are easy to learn
Camp, as in Pool ofRadiance, but this is
Continued from page 34
way to learn is by trial and error. The manual does contain some chapters which discuss the principles of animation and of fer useful tips. MovieSetter includes both a program disk and a clip-art disk contain ing a nice selection of animated charac ters. Neither of these disks are copy-pro tected, and Gold Disk provides a public domain "player" program, so your produc tions may be freely distributed. MovieSetter is an easy program to use
which you're currently lost, stuck or just meandering about. By comparing this with the full-color map that comes with the game, you can quickly get your bear
and conduct, there are four books of mag ic, each with a particular type of spells. (You can find them or buy more books from Wizards in different towns.) Most are the standard attack or defend spells, but Atabek tossed in a few new ones that you'll find as useful as they are unusual: cast Locate, and flashing skulls reveal the location of all nearby monsters; Vision turns a door to glass, so you can see what kind of monsters are inside. Before you can cast a spell, it must be learned in
Amiga Software Reviews/MovieSetter
end of the tunnel. The Magic Candle: Take nfejdjof and to at least 30 before questing far from Port Avura.
Pa/ice Quest II: Tb disarm the bomb in
es in the sewer, quickly go east, then
south. Go south again, then west and get the gas mask from the red box. Might & Magic II: An easy way to earn
items and experience: drink from Magic Fountain west of Atlantium to boost abili ties to 100, then fly to D-2 and go to 6,8.
Kill Mandagaul, the Court Mage and Bowman for 6500 points, gold and magic items. (Tb decode clues, count one letter back.) H
been nice, the ability to use digitized
sound effects enhances the final produc tion. Although I am not an artist by any means, I was able to use MovieSetter with existing computer artwork to create some entertaining animations. COMMODORE MAGAZINE
Q 89
HOW TO ENTER PROGRAMS The programs which appear in this magazine have been run, tested and checked for bugs and errors. After a pro
brackets. Refer to this chart whenever you
zero to 255 to be poke-able. For example,
aren't sure what keys to press. The little graphic next to the keystrokes shows you
the statement POKE 1024,260 would pro duce an illegal quantity error because 260
gram is tested, it is printed on a letter
what you will see on the screen.
is greater than 255.
quality printer with some formatting changes. This listing is theo photo graphed directly and printed in the maga zine. Using this method ensures the most error-free program listings possible.
Whenever you see a word inside brack ets, such as | DOWN |, the word represents a keystroke or series of keystrokes on the keyboard. The word I DOWN I would be entered by pressing the cursor-down key.
If multiple keystrokes are required, the number will directly follow the word. For example, [D0WN4] would mean to press the cursor-down key four times. If there
SYNTAX ERROR
Most often, the value being poked is a variable (A,X...I. This error is telling you
encountered while entering a program.
variable is being read from data state
This is by far the most common error
Usually (sorry folks) this means that you have typed something incorrectly on the line the syntax error refers to. If you get the message "?Syntax Error Break In Line 270", type LIST 270 and press RETURN. This will list line 270 to the screen. Look for any non-obvious mis
are multiple words within one set of
takes like a zero in place of an 0 or viceversa. Check for semicolons and colons re versed and extra or missing parenthesis. All of these things will cause a syntax
brackets, enter the keystrokes directly
error.
after one another. For example, [DOWN,
RIGHT2] would mean to press the cursordown key once and then the cursor-right key twice. Note: Do not enter the commas.
In addition to these graphic symbols, the keyboard graphics are all represented by a word and a letter. The word is either SHFT or CMD and represents the SHIFT
There is only one time a syntax error will tell you the "wrong" line to look at. If the line the syntax error refers to has a function call (i.e., FN A(3]), the syntax error may be in the line that defines the function, rather than the line named in the error message. Look for a line near the beginning of the program (usually)
ments, then the problem is somewhere in the data statements. Check the data
statements for missing comma1? or other typos.
If the variable is not coming from data statements, then the problem will be a lit tle harder to find. Check each line that
contains the variable for typing mistakes.
OUT OF DATA ERROR
This error message is always related to
the data statements in a program. If this error occurs, it means that the program has run out of data items before it was supposed to. It is usually caused by a prob lem or typo in the data statements. Check first to see if you have left out a whole line of data. Next, check for missing commas
between numbers. Reading data from a
one of the letters on the keyboard. The combination |SHFT E | would be entered by holding down the SHUT key and pressing the E. A number following the letter tells you how many times to type
tion following it. Look for a typo in the equation part of this definition.
page of a magazine can be a strain on the brain, so use a ruler or a piece of paper or anything else to help you keep track of where you are as you enter the data.
ILLEGAL QUANTITY ERROR
OTHER PROBLEMS
the letter. For example, ISHI'T A4,CMD B3] would mean to hold the SHIFT key
This can also be caused by a typing error,
key or the Commodore key. The letter is
and press the A four limes, then hold
down the Commodore key and press the B three times. The following chart tells you the keys to press for any word or words inside of
that has DEF FN A(X) in it with an equa
This is another common error message.
but it is a little harder to find. Once again, list the line number that the error mes sage refers to. There is probably a poke statement on this line. If there is, then the error is referring to what is trying to be poked. A number must be in the range of
Jj -'ICLEAHr-SHlJTEDCLR/HOME jj] "[DOWNI'^CUBSORDOWN n "[upr-cursor up
JJ "|GRE£Nr-CONTROL6 Q ■[BLUE]"-CONTROL7
H "[¥ELLOW1" = CONTROL 8
EJ lEUGHTT-CURSORRIGHT
Q '[ORANGEf- COMMODORE 1
H 11|LEFT1"-CURSOR LEFT B-lRVBf-CONTROL 8
0 "IL RED|" - COMMODORE 3
■ "|RVOFF]"-CONTROL0
P "IBROWN]"-COMMODORE 2
H-IC-RAYl!11 -COMMODORE A
H "IBLACKI1--CONTROL 1
E9",GRAY2r-COMMODORE 5
S ■ IUKDI1-= CONTROL 3
I] |L GREEN|" = COMMODORE 6 f]"|L BLUEI"- COMMODORE 7
[I "IWHITE]"-CONTROL 2 l"» CONTROL*
H
"iGRAYS]1 ■ - COMMODORE S
_
.-
-.
[j"|F5!"-F5
|j"IF7r-F7 E|"|POUND|"-ENaUSH POUND
Q"|SHFT "|"-P[ SYMBOL ft]1-!'I"-UP ARROW
GRAPHIC SYMBOLS WILL BE REPRESENTED AS EITHER THE LETTERS SHFT (SHIFT) AND A KEY riSHFT Q.SHFT J.SHFT D.SHFT S]") OR THE LETTERS CMDR (COMMODORE) AND A KEY ("[CMDR Q.CMDR
G.COMDR Y.CMDR H]"). IF A SYMBOL IS REPEATED, THE NUMBER OF
REPrTTTIONS WILL BE DIRECTLY AFTER THE KEY AND BEFORE THE
COMMA riSPACE3,SHFT S4.CMDR M2|"). JULY 1989
It is important to remember that the 64
and the PET/CBM computers will only ac
cept a line up to 80 characters long. The VIC 20 will accept a line up to 88 charac
ters long. Sometimes you will find a line in a program that runs over this number
of characters. This is not a mistake in the listing. Sometimes programmers get so carried away crunching programs that they use abbreviated commands to get more than 80 lor 88) characters on one
H-'IKOMEr-UNSHFTED CUV HOME ^ "IFURPLEI11-CONTROL 5
90
that this variable is out of range. If the
line. You can enter these lines by abbrevi ating the commands when you enter the line. The abbreviations for BASIC com mands are on pages 133-134 of the VIC 20 user guide and 130-131 of the Commodore 64 user's guide.
If you type a line that is longer than 80 (or 88) characters, the computer will act as if everything is ok, until you press RE TURN. Then, a syntax error will be dis played (without a line number!. Many
people write that the computer gives them a syntax error when they type the line, or
that the computer refuses to accept a line. Both of these problems are results of typ
ing a line of more than 80 (or 881 charac ters.
How to Enter Pragrams"
THE PROGRAM WONT RUN!! This is the hardest of problems to re
solve; no error message is displayed, but
the program just doesn't inn. This can be caused by many small mistakes typing a program in. First check that the program was written for the computer you are us
ing. Check to see if you have left out any lines of the program. Check each line of the program for typos or missing parts. Fi nally, press the RUN/STOP key while the program is "running". Write down the line
the program broke at and try to follow the program backwards from this point, look
ing for problems.
IF ALL ELSE FAILS
You've come to the end of your rope.
You can't get the program to run and you can't find any errors in your typing. What do you do? As always, we suggest that you try a local user group for help. In a group of even just a dozen members, someone is bound to have typed in the same program. The user group may also have the pro
The name of the program The issue of the magazine it was in The computer you are using
gram on a library disk and be willing to make a copy for you.
possible) All of this information is helpful in an
If you do get a working copy, be sure to compare it to your own version so that you
can learn from your errors and increase you understanding of programming. If you live in the country, don't have a local user group, or you simply can't get any help, write to us. If you do write to us, include the following information about the program you are having problems with:
Any error messages and the line numbers
Anything displayed on the screen A printout of your listing (if
swering your questions about why a pro
gram doesn't work. A letter that simply states "I get an error in line 250 whenever I run the program" doesn't give us much to go on. Send your questions to: Commodore Magazine 1200 Wilson Drive
West Chester, PA 19380 ATTN: Program Problem Have fun with the programs!
Qj
HOW TO USE THE MAGAZINE ENTRY PROGRAMS" The Magazine Entry Programs on the next pages are two BASIC machine language programs that will assist you in
SYS4867 on the 128. The checksums for each line are the same for both the 64 and 128, so you can
entering the programs in ttiis magazine
enter your 64 programs on the 128 if you'd
correctly. There are versions for both the
like.
Commodore 64 and the Commodore 128. Once the program is in place, it works its magic without you having to do anything else. The program will not let you enter a
line if there is a typing mistake on it, and better yet, it identifies the kind of error for you.
Getting Started
Type in the Magazine Entry Program carefully and save it as you go along (just
in case). Once the whole program is typed in, save it again on tape or disk. Now RUN the program. The word POKING will appear on the top of the screen with a number. The number will increment from 49152 up to 49900 (4864-5545 on the 128)
and just lets you know that the program is running. If everything is ok, the program will finish running and say DONE. Then
type NEW. If there is a problem with the data statements, the program will tell you where to find the problem. Otherwise the program will say "mistake in data state ments." Check to see if commas are miss ing, or if you have used periods instead of commas. Also check the individual data items.
Once the program has run, it is in
memory ready to go. To activate the pro gram type SYS49152 (SYS4864 on the 128), and press RETURN. You are now
ready to enter the programs from the magazine. To disable the Entry Program, just type KILL | RETURN1 on the 64 or
Typing the Programs All the BASIC program listings in this magazine that are for the 64 or 128 have an apostrophe followed by four letters at the end of the line (e.g., 'ACDF). If you plan to use the Magazine Entry Program to enter your programs, the apostrophe and letters should be entered along with the rest of the line. This is a checksum that the Magazine Entry Program uses.
Enter the line and the letters at the end and then press RETURN, just as you nor
mally would. If the line is entered correctly, a bell Is sounded and the line is entered into the computer's memory (without the charac ters at the end).
If a mistake was made while entering the line, a noise is sounded and an error message is displayed. Read the error mes sage, then press any key to erase the mes sage and correct the line.
IMPORTANT If the Magazine Entry Program sees a
mistake on a line, it does not enter that line into memory. This makes it impossi ble to enter a line incorrectly.
Error Messages and
What They Mean
There are five error messages that the
Magazine Entry Program uses. Here they
are, along with what they mean and how
to fix them.
NO CHECKSUM: This means that you forgot to enter the apostrophe and the four letters at the end of the line. Move the cursor to the end of the line you just typed and enter the checksum.
QUOTE: This means that you forgot (or added) a quote mark somewhere in the
line. Check the line in the magazine and correct the quote. KEYWORD: This means that you have either forgotten a command or spoiled one of the BASIC keywords (GOTO,
PRINT..) incorrectly. Check the line in the magazine again and check your spell ing.
# OF CHARACTERS: This means that you have either entered extra charac ters or missed some characters. Check the line in the magazine again. This error
message will also occur if you misspell a BASIC command, but create another keyword in doing so. For example, if you misspell PRINT as PRONT, the 64 sees
the letter P and R, the BASIC keyword ON and then the letter T. Because it sees the keyword ON, it thinks you've got too many characters, instead of a simple mis spelling. Check spelling of BASIC com mands if you can't find anything else wrong.
UNIDENTIFIED: This means that you have either made a simple spelling error, you typed the wrong line number, or you typed the checksum incorrectly. Spelling
errors could be the wrong number of spaces inside quotes, a variable spelled
wrong, or a word misspelled. Check the line in the magazine again and correct the mistake. a COMMODORE MAGAZINE
91
Magazine Entry Program—64 for S9.95. To order, cinilat-1 l.oailitai at I-8O0-831-2694.
10 20
PRINT"[CLEAR]POKING P=49152
:REM
-";
SC000
(END
AT
49900/SC2EC) 30
READ
AS:IF
A5="END"THEN
40
L=ASC(MID§(AS,2,1))
50
H=ASC(MIDS(AS,1,1))
60
L=L-48:IF
L>9
THEN
L»L-7
70
H=H-48:IF
H>9
THEN
H=H-7
80
90
110
PRINT"[HOME,RIGHT12]"P;
IF
H>15
OR
L>15
:PRINT"DATA
THEN
ERROR
IN
PRINT LINE";
1000+INT{(P-49152J/8):STOP 100
B=H*16+L:POKE :GOTO
110
IF
P,B:T=T+B:P=P+1
30
TO86200
THEN
:PRINT"MISTAKE
IN
PRINT DATA
-->
CHECK
1032
DATA
02,4C,74,A4,4B,4 9,4C,4C
1033
DATA
91,91,0D,20,20,20,20,20
1034
DATA
1035
DATA
20,20,20,20,20,20,20,20 20,20,20,20,20,20,20,91
1036
DATA
0D,51,55,4F,54,45,00,4B
1037
DATA
45,59,57,4F,52,44,00,23
1038
DATA
20,4F,46,20,43,46,41,52
1039
DATA
41,43,54,45,52,53,00,55
1040
DATA
4E,49,44,45,4E,54,49,46
1041
DATA
49,45,44,00,4E,4F,20,43
1042
DATA
48,45,43,4B,53,55,4D,00
1043
DATA
C8,B1,7A,D0,FB,84,FD,C0
1044
DATA
09,10,03,4C, 84,Cl,88,88
1045
DATA
88,88,B8,B1,7A,C9,27,D9
1046
DATA
13,A9,00,91,7A,C8,A2,00
1047
DATA
B1,7A,9D,3C,03,C8,E8,E0
1048
DATA
0 4,D0,F5,6 0,A9,0 4,4C,CA
1049
DATA
C0,A0,00,B9,00,02,99,40
1050
DATA
03,F0,F0,C8,D0,F5,A0,00
1051
DATA
B9,40,03,F0,E6,99,00,02
1052
DATA
C8,D0,F5,20,96,C1,4C,12
1053
DATA
C2,A0,09,A9,00,99,03,C0
8D,3C,0 3,88,10,F7,A9,80 85,02,A0,00,20,58,Cl,20 8 9,C1,2 0,ED,C1,E6,7A,E6
1054
DATA
1055
DATA
1056
DATA
1057
DATA
7B,20,7C,A5,A0,00,20,80
1058
DATA
C0,F0,D0,24,02,F0,06,4C
1059
DATA
1060
DATA
1061
DATA
1000
DATA
4C,1F, C0,00 ,00,00
1062
DATA
A8,C0,4C,CE,C1,C9,22,D0 0 6,2 0,8D,C0,4C,CE,C1,20 BA,C0,4C,CE,C1,A0,0 0,B9 00,02,20,74,C0,C8,90,0A
1001
DATA
00,00, 00,00 ,00,0D ,00,21
1063
DATA
18,6D,0 7,C0,8D,0 7,Cfl,4C
1002
DATA
1064
DATA
1003
DATA
C1.27, C1,2F ,C1,3F ,C1,4C C1,EA, EA,EA ,4C,54 ,C0,A2
1065
DATA
EF,C1,88,A2,0[!,B9,00,02 9D,00,02,F0,04,E8,C8,D0
1066 1067
DATA
F4,60,18,AD,09,C0,69,41
DATA
8D,09,C0,38,AD,0A,C0,E9
1068
DATA
19,9 0,0 6,8D,0A,C0,4C,1C
A0,05, B9,A2 ,E3,99 ,73,00 88,10, F7,A9 ,00,8D ,18,D4
1069
DATA
C2,AD,0A,C0,69,41,8D,0A
1070
DATA
1071
DATA
1072 1073
C0,AD,03,C0,6D,05,C0,48 AD,04,C0,6D,0 6,C0,8D,0C
DATA
C0,68,6D,08,C0,8D,0B,C0
DATA
AD,0C,C0,6D,0 7,C0,8D,0C
1074
DATA
C0,38,E9,19,90,06,8D,0C
1075
DATA
1076
DATA
DATA
120
STATEMENTS":END
PRINT "DONE": END
1004
DATA
05,BD, 19,C0 .95,73 ,CA,10
1005
DATA
1006
DATA
F8,60, 60,A0 ,03,B9 ,00,02 D9,04, C1,D0 ,F5,88 ,10,F5
1007
DATA
1008
DATA
1009
DATA
1010
DATA
1011
DATA
4C,EF, C0,E6 ,7A,D0 ,02,E6 7B,4C, 79,00 ,A5,9D ,FW,F3 A5,7A, C9,FF ,D0,fc;D ,A5,7B
1012
DATA
1013
C9,01, D0,E7 ,20,2B ,C0,AD
DATA
1014 1015 1016
DATA DATA
00,02, 20,74 ,C0,90 ,DC,A0 00,4C, A9,C1 ,C9,30 ,30,06 C9,3A, 10,02 ,38,60 ,18,60 C8,B1, 7A,C9 ,20,D0 ,03,C8
1017
DATA
1018
DATA
1019
DATA
1020
DATA
1021
DATA
1022
DATA
1023
DATA
DATA
D0,F7, B1,7A ,60,18 ,C8,B1 7A,F0, 37,C9 ,22,F0 ,F5,6D
1077
C0,4C,52,C2,AD,0C,C0,69 41,8D,0C,C0,AD,0B,C0,E9 DATA 19,90,06,8D,0B,C0,4C,67
1078
DATA
1079
DATA
1080
03,C0, 8D,03 ,C0,AD ,04,C0 69,00, 8D,04 ,C0,4C ,8E,C0 18,6D, 05,C0 ,8D,05 ,ca,90
1081
1084
DATA
1085
DATA
1082 1083
C2,AD,0B,C0,69,41,8D,0B
C0,A0,01,AD,09,C0,CD,3C DATA 03,D0,20,C8,AD,0A,C0,CD DATA 3D,03,D0,17,C8,AD,0B,C0 DATA CD,3E,03,D0,0E,AD,0C,C0 DATA CD,3F,03,D0,06,20,CC,C2
1024
DATA
03,EE, 06,C0 ,EE,09 ,C0,4C CE.C1, 18,6D ,08,C0 ,8D,08 C0,90, 03,EE ,07,C0 ,EE,0A
1086
DATA
1025 1026
DATA
C0,60, 0A,A8 ,B9,0F ,C0,85
1087
DATA
DATA
FB.B9, 10,C0 ,85,FC ,A0,00
1088
DATA
81,20,DF,C2,A9,80,20,DF
1027
DATA
1089
DATA
1028
DATA
1090
DATA
C2,4C,D9,C2,2 0,A9,C2,A9
1029
DATA
A9,12, 20,D2 ,FF,B1 ,FB,F0 06,20, D2,FF ,C8,D0 ,F6,20 BC,C2, 20,E4 ,FF,F0 ,FB,A0
1091
DATA
1030
DATA
18,B9, 08,Cl ,20,D2 ,FF,88
1031
DATA
10,F7, 68,68 ,A9,00 ,8D,00
1092 1093
DATA
92
JULY 1989
4C,4B,CB,98,4 8,68,4C,CA C0,A9,20,8D,00,D4,8D,01 D4,A9,0 9,8D,0 5,D4,A9,0F 8D,18,D4,60,20,A9,C2,A9
ll,20,DF,C2,A9,10,20rDF C2,A9,00,8D,04,D4,60,8D DATA 04,D4,A2,70,A0,00,88,D0 FD,CA,D0,FA,60,END
Magazine Entry Program—128 5
TRAP
200
10
PRINT"(CLEAR)POKING -";
20
P=4864
:REM
§1300
(END
AT
5545/S15A9)
30
READ A§:IF A§="END"THEN
80
PRINT"[HOME,RIGHT12]"P;
100 B=DEC(AS):POKE :GOTO 110
IF
P,B:T=T+B:P=P+1
30
TO59382
THEN
:PRINT"MISTAKE DATA
110
IN
PRINT
DATA
—>
CHECK
STATEMENTS":END
120
PRINT"DONE":END
200
PRINT:PRINT"DATA
ERROR
IN
LINE";
1000+INT((P-4864)/8):END
1000
DATA
4C,1E,13,4C,3A,13,00,00
1001
DATA
8E,00,F7,00,42,41,51,57
1002
DATA
0D,00,00,43,08,14,BE,14
1003
DATA 16,14,26,14,33,14,A9,00
1004
DATA
8D,00,FF,AD,04,03,8D,12
1005
DATA
13,AD,05,03,8D,13,13,A2
1006
DATA
4A,A0,13,SE,04,03,8C,05
1007
DATA
03,60,AD,12,13,3D,04,03
1036
DATA
43,54,45,52,53,00,55,4E
1037
DATA
49,44,45,4E,54,49,46,49
1038
DATA
45,44,00,4E,4F,20,43,4B
1039
DATA
45,43,4B,53,55,4D,00,C8
1040
DATA
B1,3D,D0,FB,98,30,04,C9
1041
DATA
06,30,IE,88,88,88,88,88
1042
DATA
B1,3D,C9,27,D0,13,A9,00
1043
DATA
9L,3D,C8,A2,00,B1,3D,9D
1044
DATA
00,0B,CB,E8,E0,04,D0,F5
1045
DATA
60,4C,5C,15,4C,C5,14,A0
1046
DATA
09, A9,00,99,06,13,8D,00
1047
DATA
0B,88,10,F7,A9,80,8 5,FD
1048
DATA
A0,00,20,3F,14,20,AE,14
1049
DATA
20,0D,4 3,84,FA,A0,FF,20
1050
DATA
67,13,F0,D8,24,FD,F0,06
1051
DATA
20,8F,13,4C,8F,14,C9,22
1052
DATA
D0,06,20,74,13,4C,8F,14
1053
DATA
20,9F,13,4C,8F,14,A0,00
1054
DATA
B9,00,02,20,5B,13,C8,90
1055
DATA
0A,18,6D,0A,13,8D,0A,13
1056
DATA
4C,B0,14,88,6 0,18,AD,0C
1057
DATA
13,69,41,8D.0C,13,38,AD
1058
DATA
0D,13,E9,19,90,06,8D,0D
1059
DATA
13,4C,CF,14,AD,0D,13,69
1060
DATA
41,8D,0D,13,AD,06,13,6D
1061
DATA
08,13,48,AD,07,13,6D,09
1062
DATA
13,8D,0F,13,68,6D,0B,13
1063
DATA
8D,0E,13,AD,0F,13,6D,0A
1064
DATA
13,8D,0F,13,38,E9,19,90
1065
DATA
06,8D,0F,13,4C,05,15,AD
1066
DATA
0F,13,69,41,8D,0F,13,AD
1067
DATA
0E,13,E9,19,90,06,8D,0E
1068
DATA
13,4C,1A,15,AD,0E,13,69
1069
DATA
41,8D,0E,13,A0,B1,AD,0C
1070
DATA
13,CD,00,0B,D0,20,C8,AD
1071
DATA
0D,13FCD,01,0B,D0,17,C8
1072
DATA
AD,0E,13,CD,02,0B,D0,0E
1073
DATA
AD,0F,13,CD,B3,0B,D0,06
1074
DATA
20,89,15,A4,FA,60,98,48
1008
DATA AD,13,13,8D,05,03,60,6C
1009
DATA
12,13,A5,7F,D0,F9,AD,00
1010
DATA
02,20,5B,13,90,F1,A0,00
1011
DATA
4C,6F,14,C9,30,30,06,C9
1012
DATA
3A,10,02,38,60,18,60,C8
1013
DATA B1,3D,C9,20,D0,03,C8,D0
1014
DATA
F7,B1,3D,60,18,C8,B1,3D
1015
DATA
F0,35,C9,22,F0,F5,6D,06
1016
DATA
13,8D,06,13,AD,07,13,69
1017
DATA
00,8D,07,13,4C,75,13,18
1018
DATA
6D,08,13,BD,0B,13,90,03
1019
DATA
EE,09,13,EE,0C,13,60,18
1020
DATA
6D,0B,13,8D,0B,13,90,03
1021
DATA
EE,0A,13,EE,0D,13,60,0A
1022
DATA
A8,B9,14,13,85,FB,B9,15
1023
DATA
13,85,FC,A0,00,8C,00,FF
1024
DATA A9,12,20,02,FF,B1,FB,F0
1075
DATA
68,4C,AF,13,A9,04,4C,AF
1025
DATA
06,20,D2,FF,C8,D0,F6,20
1076
DATA
13,A9,00,8D,00,FF,A9,20
1026
DATA
79,15,20,A3,15,20,E4,FF
DATA
F0,FB,A0,1B,B9,EF,13,20
1077
DATA
8D,0 0,D4,8D,01,D4,A9,09
1027
1028
DATA D2,FF,88,10,F7,68,68,A9
1078
DATA
8D,05,D4,A9,0F,8D,18,D4
1029
DATA
00,8D,00,02,4C,B7,4D,91
1079
DATA
60,20,61,15,A9,81,20,9C
1030
DATA
91,0D,20,20,20,20,20,20
1080
DATA
15,A9,80,20,9C,15,4C,96
1031
DATA
20,20,20,20,20,20,20,20
1032
DATA
20,20,20,20,20,20,91,0D
1033
DATA
51,55,4F,54,45,00,4B,45
1034
DATA
59,57,4F,52,44,00,23,20
1035
DATA
4F,46,20,43,48,41,52,41
1081
DATA
15,20,61,15,A9,11,20,9C
1082
DATA
15,A9,lfl,20,9C,15,A9,00
1083
DATA
8D,04,D4,60,8D,04,D4,A2
1084
DATA
70,A0,00,88,D0,FD,CA,U0
1085
DATA
FA,60,END
END
COMMODORE MAGAZINE
93
Gold Mine Continued from page 13
The Games: Winter Edition; In the Downhill event, place all four of your cameras in the bottom positions. When you reach
them, press the fire button to gain speed for a final rush to the finish line. This should improve your time by five to ten seconds. SPC JeffCollins APO New York, NY GeeBee Air Rally: To turn fast while keeping a high speed, pull
up on the joystick and turn it to the side you want. This is very helpful on the high-skill level boards. Shazada Williams Brooklyn, NY Ghost busters: Follow these instructions, and you'll close the gate to Zuul; When buying a car, only buy a Compact. Buy only
one trap; you'll have to return to Headquarters every time you catch a ghost, but you'll save money. (You have to earn it back to win.) It is very important not to catch any green ghosts after the city's PK energy reaches 1000.
If you wait a while without moving your car or catching any ghosts, a screen will appear with the Marshmallow Man jump ing from side to side in front of a door, lake your time and get at least two or three of your men to sneak by him one at a time. Get them inside the door, and you'll win. The ghost vacuum, PK meter, bait, sensor and -so on are just for tun. Don't waste your money on them. Pressing the spacebar will tell you how many men and empty traps you have and how much power is left in your backpacks. Dennis Haines
Forked Riivr, NJ
Hardltall! The batter can often tell something from the move ment of the catcher's mitt in preparation for your pitch. Here's a way to eliminate that movement: After you select your pitch, keep the joystick in the direction you chose (do not let it return to center). When the computer asks you what direction to throw the pitch, just push the fire button.
The catcher's mitt won't move, but the pitch will go in the di rection you held the joystick.
Tony Scarlato Toledo, OH
force you back into the computer. If this happens, you probably won't find this room again. John Shall Fayettevilk, NC
Infiltrator II: Are you tired of bothering with the radio, just to
be blown up in the end? Once you've maintained the proper speed and heading, arm your rockets. If you fire a missile as soon as an aircraft, comes into view, the aircraft will be destroyed and you can ignore the radio. This also lets you maintain a con stant heading, altitude and speed. Tom Sweetland Columbus, IN
The Last Ninja: To kill an enemy with a Shuriken, back out of the screen you're in, and enter the last screen you occupied. Use the spacebar to choose the Shuriken, reenter the previous screen. Fire before your enemy has a chance to draw his weapon
or to start moving. He will almost always be in the line of the Shuriken's fire.
When you acquire the Sleeping Potion in the Inner Sanctum, use it te put all your enemies to sleep. You can use it indefinitely without it running out. Putting enemies to sleep is easier and faster than using a weapon, doesn't subtract from your hit regis ter, and therefore may save your life to use against the Top Dude. Contributor Unknown
The Lurking Horror: When you're in the computer room, look at the hacker and get his keys. To get past the floor waxer, do this: (1) Get container, (2) Break glass, (3] Get fire axe, (4) Chop power cord with axe, and (51 Dump container on floor.
Use the forklift in the basement to clear a passageway through the junk. Mkhael Sundy Dayton, OH
Maniac Mansion: When you get the envelope from the safe,
there's a better way to open it. Get a Jar of Water and put it and
the envelope into the microwave oven in the kitchen. Turn on the microwave. Remove everything when it stops, and notice how easy it is to open the envelope. You'll even be able to use it again.
The Hulk: Can't get past those killer bees? Turn into Hulk and go outside the dome. Find the mesh. Enter Wave Fan, followed by At Mesh. Now you can go back inside the dome and get the wax. Don't bother using the fan on the alien army ants; they just keep coming.
Before entering the underground room that holds the energy egg and bio gem, you must have about nine or ten gems in the "fuzzy jirea." Then Remember Nightmare for an extra burst of
strength. If you Remember Nightmare again, Hulk will become enraged and go out of control. Now Go North, Eat Egg, Scratch Wall and Go Crack.
If you come across the room where the Chief Examiner is be hind a desk, don't move! Just look around the room at the door, the Chief and his program. Eventually, you should find a gem. If you move or speak before you take it, the Chief will see you and 94
JULY 1989
Gerry Thhlada
NewCarrolltan,MD
Mercenary: Escape from Targ: To get enough money for the
Hertz stellar ship, sell your gun, energy crystal and large box. Also sell your neutron fuel, since it is too heavy and you need the anti-grav to pick it up. Sell these items to the Mechanoids,
since they offer more money. Then go to the orbital complex and give them the Mechanoid from the Briefing Room, the 15939 Supply, catering provisions, gold and medical supplies. You now have enough money to win the game. Jason Landkamer
Broken Arrow, OK
Gold Mine— On-Track: Here's a list of the fastest drivers for each track: Mon aco—AJ.; Watkins Glen—Mario; Road America—A J.; Sebring—Mario; Daytona Speedway—Pamelli; Gamestar
U.S.A.—Parnelli; Brand's Hatch— A J.; Mosport—Mario. Benjamin Hardekopf
Camp Lejeune, NC
Test Drive: When the police are chasing you, stay in the left
lane. This will keep the cop from getting in front of you and
causing a costly collision.
When starting up, it will speed your acceleration if you rev
the engine to about 700 rpm before pressing the button. Tb brake, wait until your rpm is near 400 to downshift.
It is possible to stop a police car by passing another car in the
right lane, then putting him between you and the police car. Pirates! When the old pirate offers you a treasure map, buy it! It's well worth the 500 gold.
Steve Yajko Binghamton, NY
Don't attack a nation that your home country is allied with, as the practice will anger both nations.
Do not wed until you've received all your promotions. They higher your rank, the better your marriage opportunities. But don't forget to make pleasant conversation with all Governor's Daughters; if they like you, they might gather important infor mation at the Governor's Mansion. Mike & Mali Plittman Fdlansbee, WV I'il sd <]>. When driving a three-lap race, you can sometimes avoid taking a pitstop, thereby finishing with a better time. Just be careful not to ram your tires against the side of the road or against other cars, and keep a steady speed. Cory Moore
Westhck, Alberta Canada KasUtn: You must know which symbols do what. Use the high
platform when fighting the Castle King. When he is below you, jump off the platform with your sword pointing toward the floor.
You'll give him a major stab wound to the head, which should
Test Drive: When a policeman pulls in front of you, pass him and speed up. You'll notice that you cannot move, but that your car is steering itself. Other cars pass right through you. In 15
seconds or so, you'll finally stop and get a ticket. Dan Ledger
Strafford, PA Times of Lore: Unlike the Dagger, the Magic Axe automatical ly returns to your hand after each use. It makes combat much easier and faster. Tb purchase the Magic Axe, go to Lankwell and enter the building in the NNW comer. If no one is home, wait for them to arrive. Upon meeting them, immediately
choose the Speak command, and they will offer to sell you the Magic Axe.
Tb enter Heidric's castle in Ganestor, go to the cellar of that town's inn. On the north wall youTl find a small, barely visible lever. Bump into it, and a secret stairway will be revealed.
The Tablet of Truth is toward the center of the castle's ground floor. Avoid engaging any guards, as you'll need to return here later in the game to speak with Heidric. Before returning the Tablet to the Regent, Use it and choose High King.
end his reign of terror. Insane Warrior Address Unknown
The Temple of Angar can only be entered by using the Chime from the dungeon beneath the blasted crater. The key to this dungeon must be obtained from the Archmage in the cottage ly ing north of the bridge above the Enchanted Forest. Before the
Seventh Fleet: If you play the U.S. side, send the Missouri task force to Vladivostok. Before they get there, attack the base with
Archmage will give it to you, you will need to perform a service for another character in the game. Dave Gentzler Thomasvilk, PA
planes from the carriers, then have the Missouri bombard the
base. You won't have to worry about the badgers or back fires from that base,
Da Nang has some badgers and backfires also, but they
should not bother your main fleet.
Deploy youi' subs in the Sea of Okhotsk by putting them on station at B2, E2, H2, C4, E4, H4, J4 and so on. David Ohon Langdem, ND
Wasteland: You're ready to go to Vegas when you have the rank
of Specialist or higher, you have at least 17 Carbine, a bullet proof shirt, and some cash. Go to the Mushroom Church located near the east entrance, and someone will ask you the password. The answer is AZREAL. When they ask you if you have brought a gift, tell them
YES and answer BLOODSTUFF. Then you're ready to enter the church.
Superstar Ice Hockey: When having a center face-off during a
practice game against the computer, push and hold the joystick in the direction you are going. One of three things will happen, and two of them are to your benefit: the computer may check you and get called for a penalty (your advantage); the computer
may check you and get away with it (computer's advantage); or you will be able to skate to the goalie untouched, with the goalie
After entering, go through the hall to the right. Then enter the First Aid Station when you see a blue figure pop up. Go close to it and execute a Battle command. Have one of your men Hire
him and have the rest of them Evade. Now you'll have Dr. Mike Scott on your side. With his 5 in Doctor, he's a very good ally to have.
Michael Richardson
jumping out of your way as you move at him. If you push the button just as you touch the net, you'll usually get an easy goal.
Anaheim, CA
Dave Danielson
Wasteland: The password for Fat Freddy's casino is BIRD. Ac
Bmokfield.lL
cept Fat Freddy's offer, but don't kill Faran Brygo. Instead, ask
COMMODORE MAGAZINE
95
ADVERTISERS INDEX
Gold Mine Faran what you can do for him. Fat Freddy will give you $1000
on account, even if you never kill Brygo. In the Stagecoach Inn, avoid entering room #18 until the bar maid gives you the key. To do otherwise means almost certain
Reader
Advertiser
Response
No.
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death.
Save the grazer bat fetish that you find in the museum of the Guardian's Citadel. The Junkmaster will accept it as a gift, and
5
BMG Compact Disc Club
■
Berkeley Sollworks
1
8,9,61
Bronilord Educational Services
2
49
Brtwan
3
15
Computer Direct (Proteclo)
4
44,45
Data East USA
5
02,!
toadslar
6
1
will tell you where to find Base Cochise. Matt Morrison Soldotna, AK
Where in the World is Carmen Sandicgo? Instead of using the RETURN key and the cursor keys to play, use the joystick in port 2. It's a lot easier and quicker. GttnterA. Schwaiidt Tlalnepantla, Mexico Zak McKracken: When you first start out in the game, go into your kitchen and get the Butter Knife that is hanging on the
wall. When you need extra money in the future, take it to the Buy/Sell Shop on 13th Avenue. The man in the store will buy it from you for $1500! John Kreps
Grapevine, TX Znk McKracken: To get the loaf of French bread, ring the bak
ery doorbell three times. William Lautzenheiser Reading, MA
Q|
Tips & Tricks
Continued from /xr^ftr 49
pending on their size and complexity. Tb order or to find a local
dealer, call Sams at (800) 428-7267. Louis F, Sander Pittsburgh, PA The "Don't Do It" Key: How many times have you typed half way through a line, only to decide that what you've typed so far
Montgomery Grani
37
NRlSchools/McGrowHill
65
Strategic Simulations, Inc.
C4
ViaeoMaker Magazine
C3
is garbage? Well you don't have to delete all those characters be fore you start over again! All you need do is press the "Don't Do It" key.
Every computer has one of these keys, but it's amazing how many people don't know it. On all Commodore computers except the Amiga, the "Don't Do It" key is the shifted RETURN key. if you press it while the cursor is on a line, the cursor will jump to
the start of the next line, but the computer will not process what was on the original line. The Amiga's "Don't Do It" key is CTRL X. Jim BulterfieU! Toronki, Ontario Canada
Classified Ads Save Money: Many newspapers have a classified advertising category for compute]- equipment. In the Pittsburgh Press, for example, classification 483A is Persona! Computers, Games & Accessories. On a typical weekday, it has 15-20 com puter ads, almost always including secondhand Commodore equipment.
Timmy Jacobs Pittsburgh, PA 96
JULY 1989
g
*No Reader Response Numoer given at Advertiser's Request.
DESKTOP VIDEO! Camcorder Meets Computer
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What do you get when you cross
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Everyone's getting into the act: Computer buffs are focusing on video. Videomakers are plugging into computers. And computer/
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